guides:balance
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| guides:balance [2023/03/19 19:52] – whisper | guides:balance [2023/03/20 12:39] (current) – whisper | ||
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| * 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. | * 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/ | * 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, | * 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. | * 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, | * 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 ===== | ||
| - | Tiers are a way to represent identity and strength of capability. They make it harder for any Shard or individual | + | Tiers are a way to represent identity and strength of capability. They make it harder for any Shard or Character |
| "Tier Points" | "Tier Points" | ||
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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 | + | === 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 cost 1 Tier Point. | + | |
| + | <note tip>All player-controlled Shards start at D rank. Player Shards will cap out at A rank.</ | ||
| + | |||
| + | * **E Rank** - Minor powers who are unlikely to ever leave their home territory. | ||
| + | * 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 " | ||
| + | * **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 | ||
| + | |||
| + | == 1 Cost == | ||
| + | The early Tiers of a Power represent the rush of new discovery and easy opportunities. Much like Earth' | ||
| + | |||
| + | 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.) | * 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.) | ||
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| * 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, | * 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 === | + | == 2 Cost == |
| - | Tiers in this category cost 2 Tier Points. | + | After the " |
| + | |||
| + | 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) | * 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) | * 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 === | + | == 3 Cost == |
| - | Tiers in this category cost 3 Tier Points. | + | 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) | * 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) | ||
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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 | + | === Character |
| <note important> | <note important> | ||
guides/balance.1679277147.txt.gz · Last modified: 2023/03/19 19:52 by whisper
