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guides:balance [2023/03/18 22:46] – whisperguides:balance [2023/03/20 12:39] (current) – whisper
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 ===== Core Rules ===== ===== Core Rules =====
  
-  - A "conflict" is an occasion where two or more entities (characters, nations, etc) are at odds with each other. This can be a disagreement, a trade negotiation, a border dispute, etc. +  - A "**conflict**" is an occasion where two or more entities (characters, nations, etc) are at odds with each other. This can be a disagreement, a trade negotiation, a border dispute, etc. 
-    - 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's **Stakes**. A border dispute might see the border moved, a negotiation might result in better terms for one group or the other, a foot race might be about seeing who can reach a goal the fastest, and so on. 
 +    - 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.
-  - Before rolling dice, players should agree on the conflict's Stakes. A border dispute might see the border moved, a negotiation might result in better terms for one group or the other, a foot race might be about seeing who can reach a goal the fastest, and so on. +  - Participants may use larger dice when they have advantages, such as a higher Power Tier or rewarded Items. This gives even the disadvantaged players a chance at victory.
-  - Participants may use larger dice when they have advantages, as outlined below in Dice. This gives even the disadvantaged players a chance at victory. +
-  - 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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   * The use of tools and science to improve a species' control over the forces of the world.   * The use of tools and science to improve a species' control over the forces of the world.
   * Higher levels could represent spacecraft, androids, and so on.   * 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/aide of spirits, and other similar fantasy tropes.   * The manipulation of natural forces by exerting ones will over them, the manipulation/aide of spirits, and other similar fantasy tropes.
   * Higher levels could represent summoning dragons, creating homonculi, traveling to other planes/shards, and so on.   * Higher levels could represent summoning dragons, creating homonculi, traveling to other planes/shards, and so on.
 +  * 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, controlling the masses via mind control, and so on.   * Higher levels could represent creating weapons from mental energy, teleporting, controlling the masses via mind control, and so on.
 +  * Examples: Protoss from Starcraft, telepaths from various super hero comics/movies, etc
  
 **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.   * 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/movies/books, etc
  
 **Natural** **Natural**
   * The capabilities of your species' bodies without the benefit of the other powers.   * The capabilities of your species' bodies without the benefit of the other powers.
   * Higher levels could represent stronger inherent abilities, better combat capabilities, genetic modifications, living ships, and so on.   * Higher levels could represent stronger inherent abilities, better combat capabilities, genetic modifications, living ships, and so on.
 +  * 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. There are separate Tiers for Shards and Characters. If neither matches, players should use the closest match.+Tiers are a way to represent identity and strength of capability. They make it harder for any Shard or Character to be "the best at everything" and encourage people to specialize, within reason, and allow for some advantage to be given when it makes sense to do so.
  
 "Tier Points" are used to allocate how strong your Shard or Character are in a given Power. Additional Tier Points are given by Staff upon completion of various plot goals, site-wide activities, etc, and may not always be permanent. "Tier Points" are used to allocate how strong your Shard or Character are in a given Power. Additional Tier Points are given by Staff upon completion of various plot goals, site-wide activities, etc, and may not always be permanent.
  
-If you don't spend all of your points immediately, you can allocate them in the future at any time. Species and Characters build upon the current amount of Tier Points invested into a Power, so you may wish to allocate points even if it doesn't grant you a full Tier increase.+Tier Points can be allocated at any times. Species and Characters build upon the current amount of Tier Points invested into a Power, so you may wish to allocate points even if it doesn't grant you a full Tier increase.
  
 ==== Shards ==== ==== Shards ====
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 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 at their creation and can allocate those 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 up to **5** more permanent points in the future. Any further increases after this will come from temporary items or opportunities.+=== 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's Powers from Tier to Tier is expected to be done slowly over time. The cost to increase to a given Tier is listed in the next sections.
-Tiers in this category cost 1 Tier Point.+
  
-  * 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.</note>
-  * 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, etc. (EX: Industrial Earth, Mid-fantasy) +
-  * 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's daily lives. (EX: Modern Humanity) +
-  * 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, artificial semi-sentients (such as advanced AIs or artificial spirits) are possible, weapons may rely more on energy than physical manipulation (such as lasers or focused magical attacks). Interstellar travel may be possible, but it is long and risky. Spaceships may have some degree of armament similar to the technologies used groundside. (EX: Terrans from Starcraft)+
  
-=== 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 or loses 1 Tier Point if demoted. 
 +  * **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 "Protected System" that can't be interfered with by others (without permission). 
 +  * **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's known space.  
 +    * +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, but not invincible. 
 +    * +2 Tier Points
  
-  * 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) +== 1 Cost == 
-  * 7 - Post-scarcity. Access to multiple systems worth of resources mean that most members of this civilization can have anything they wish. Travel between systems is a casual affair and done in comfort. Bodies have likely been modified such that medicine or healing are no longer strictly required. Individuals may seek to store their consciousness in constructs to give them other experiences or extend their life indefinitely. The most powerful weaponry of this civilization can destroy small planetary bodies (with sufficient narrative buildup and time for response). (EX: The Culture series by Iain M Banks, The Galactic Empire from Star Wars)+The early Tiers of a Power represent the rush of new discovery and easy opportunities. Much like Earth's rapid ascension from the first manned flight to landing a robot on Mans, there is much to learn and much to achieve.
  
-=== 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 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) +  * 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.) 
-  * 9 - Trans-sentient. Intergalactic travel, ascension into higher states of being, creation of matter from (essentially) nothing, generating alternate dimensions/universes for convenience sake+  * 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, etc. (EX: Industrial Earth, Mid-fantasy) 
 +  * 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's daily lives. (EX: Modern Humanity) 
 +  * 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, artificial semi-sentients (such as advanced AIs or artificial spirits) are possible, weapons may rely more on energy than physical manipulation (such as lasers or focused magical attacks). Interstellar travel may be possible, but it is long and risky. Spaceships may have some degree of armament similar to the technologies used groundside. (EX: Terrans from Starcraft) 
 + 
 +== 2 Cost == 
 +After the "easy" gains of early Tiers, Shards begin to struggle to make new breakthroughs and achieve greater things. The challenges inherent in unlocking greater secrets of the universe and using those to soar to new heights slows development - but the payoff is significant. 
 + 
 +Tiers in this category cost **2 Tier Points**. 
 + 
 +  * 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 to multiple systems worth of resources mean that most members of this civilization can have anything they wish. Travel between systems is a casual affair and done in comfort. Bodies have likely been modified such that medicine or healing are no longer strictly required. Individuals may seek to store their consciousness in constructs to give them other experiences or extend their life indefinitely. The most powerful weaponry of this civilization can destroy small planetary bodies (with sufficient narrative buildup and time for response). (EX: The Culture series by Iain M Banks, The Galactic Empire from Star Wars) 
 + 
 +== 3 Cost == 
 +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/universes for convenience sake
  
 ==== Species ==== ==== Species ====
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 These additional points may give you Powers unusual to your home Shard, such as psychic potential in a species that normally has none. You may wish to speak to your GM or Shard Master before putting points into something unusual. These additional points may give you Powers unusual to your home Shard, such as psychic potential in a species that normally has none. You may wish to speak to your GM or Shard Master before putting points into something unusual.
  
-=== Character Tiers ===+=== Character Ranks ===
 <note important>Not all plots are appropriate for all individuals; if you make a character who is Superhuman, you may find yourself missing out on plots made for Mortals or finding ways to tone your character down. Work with your GM, Shard Master, and/or Staff to determine an appropriate rank.</note> <note important>Not all plots are appropriate for all individuals; if you make a character who is Superhuman, you may find yourself missing out on plots made for Mortals or finding ways to tone your character down. Work with your GM, Shard Master, and/or Staff to determine an appropriate rank.</note>
  
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 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' attack and immediate plans to assault their underbarrow homes to retrieve them, once the Florbese can recover. 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' attack and immediate plans to assault their underbarrow homes to retrieve them, once the Florbese can recover.
  
 +===== 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 "Balance" your creations. If you and the players you write with can figure things out without needing to roll dice, then do that!
 +
 +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.1679201207.txt.gz · Last modified: 2023/03/18 22:46 by whisper