guides:balance
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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. | ||
| - | === Shard Tiers === | + | === 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. | 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. | ||
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| <note tip>All player-controlled Shards start at D rank. Player Shards will cap out at A rank.</ | <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. | + | |
| - | * -1 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 " | * 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 | * +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. | * +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 | * +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 | * +2 Tier Points | ||
| == 1 Cost == | == 1 Cost == | ||
| - | Tiers in this category cost 1 Tier Point. | + | 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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| == 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) | ||
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| == 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.1679337117.txt.gz · Last modified: 2023/03/20 12:31 by whisper
