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| Dartanel11-20-04, 01:33 AM | I'm working on a new campaign the premise of the campaign requires some rahter extensive house-rules. Alright, here's the story: Years ago a powerful wizard sought to ascend to godhood. He studied the power of the gods, dug up their deepest secrets, and learned of their greatest weakness. Not wanting to be beholden to mortal worshippers for his existence, he sought an alternative path to immortal power. Unsing a powerful magic ritual he split his soul into 30 parts. Each of those fragments was reborn into a mortal form, each to grow and gain power of its own. When the aspects had gained a sufficient level of power, they are to rejoin into a single being of deific power. In game terms: 30th wizard uses a massive epic spell to split himself into 30 1st level characters. Each is meant to adventure and level up on its own. Eventually they will join together into a single entity with the accumulated strength of all the aspects. Ok, not all the aspects. :devil: There will be a degree of competition between the aspects. This will ensure that only the strongest parts of the wizard will be a part of the final being. What this means for the PCs. The PCs are each going to be one of these aspects. Each will represent one facet of the original Wizard's personality. This peculiar origin is reflected in several unusual abilities: Identity - The primary power of an aspect. As an aspect gains in power, they form a pool of power between them. An individual aspect who is true to the portion of the persona they represent can tap into this pool to gain strength. How this works - Every character will have an 'identity' rating, measured from 0 to 20. A character's Identity rating cannot exceed their character level. Identity is increased by performing actions in line with the persona aspect the character represents. Example: PC1, playing an elven cleric, is assigned the aspect of 'Kindness.' Actions which are done out of kindness cause the character to be awarded identity points. If sufficient identity points are accumulated, the character's identity level increases to 1. However, if cannot be increased beyond 1 until the character reaches lvl 2. Synergy - As identity power begins to accumulate, resonance begins to form between aspects who keep in close contact. Similar to the accumulation of identity, synergy is formed as multiple characters perform exceptional acts of teamwork or sacrifice for each other. Synergy is limited by the identity ratings of both aspects. Example, the aspect of kindness in our previous example is adventuring with the aspect of valor, a dwarven paladin. Their identity ratings are 4 and 3, respectively, the maximum synergy rating they can accumulate is 3. Advice I need in this step: How should I measure and award the accumulation of identity and synergy. I want to balance it out so that a player who is true to their aspect can accumulate identity roughly at pace with level advancement (And I'm pretty good with the 3-4 sessions per level BTB advancement rate) More to come: Benefits of identity and synergy. |
| Dartanel11-20-04, 02:18 AM | Benefits of Identity - As identity power grows, the aspects gains iconic powers. To make this a little easier I've started by semi-associating each aspect with a domain, and using that as a template to give me an idea of appropriate abilities. Example: We'll be going back to the aspect of kindness for this one. Obviously the appropriate template domain will be healing. Identity--Power Level-----Gained 01 - Rejuvenation 02 - 1st level spell-like abiltiy (Cure LIght Wounds 1/day) 03 - Lesser aspect power (+1 HP healing with healing spells or abilities) 04 - 2nd level spell-like ability (Cure Moderate Wounds 1/day) 05 - Destruction 06 - 3rd Level SP ability (Cure Serious Wounds 1/day) 07 - Bonus Feat (Healing Focus) 08 - 4th lvl sp ability (Cure Critical Wounds 1/day) 09 - Aspect Power (Add charisma mod to all HP healed) 10 - Consumption 11 - 5th lvl sp ability (Healing Circle 1/day) 12 - Aspect Sense (Status) 13 - 6th lvl sp ability (Heal 1/day) 14 - Stat Boost (+2 Wisdom) 15 - Absorption 16 - 7th lvl sp ability (Regenerate 1/day) 17 - Greater Domain Power (Empower Healing) 18 - 8th lvl sp ability (Mass Heal 1/day) 19 - Aspect Avatar 20 - 9th lvl sp ability (True Ressurection 1/day) Rejuvenation - As the first hints of identity begin to form, something deep inside the aspect realizes that they are part of something greater, and that as long as the whole exists, they cannot truly die. If an aspect with an identity level of 1 or higher is killed by something without the destruction ability, they may sacrifice 1 identity level to benefit from the effects of a raise dead spell. As with raise dead, a level is lost when using this ability. Spell-Like abilities - Caster level is equal to identity level. Save DCs are charisma based. Absorption - At this level, the joining has begun. An aspect which succeeds in destruction of a rival aspect fuses completely with the fallen aspect. This causes the immediate loss of 1 identity level. Absorption gives the victorious aspect full access to all the victim's class features, identity powers, and abilities. Destruction - At this level of identity, an aspect gains the power to permanently destroy other aspects. An aspect with the power of destruction who kills another aspect may prevent them from using their rejuvenation ability by making an opposed roll: d20 + identity level + charisma mod. If this roll succeeds, the victim may not be raised or ressurected. Only a wish or miracle may restore the victim to life. Consumption - At this level an aspect may do more then simply destroy another aspect. Succeeding in the destruction check allows you to consume their identity power. Successful consumption has the following effects: +1 inherent bonus to any ability score of the victim's which exceeded your own. +1 inherent bonus to uses per day of any spell like ability of a level which the victim was able to access with their identity power. Aspect Avatar - An identity this powerful can be made manifest in the corporeal realm. As a full-round action, an aspect with an identity level 19 or higher may conjure a unique outsider to aid them. This avatar persists until destroyed or dismissed, and is an extention of the aspect's will. While the avatar is manifest, the aspect may not use any other identity power. If the avatar is destroyed, the aspect immediately loses 1 identity level. What I need here: I need help balancing out this progression. Making sure the increase in power is even along the progression. Also I need to figure out at which identity levels does the PCs Level Adjustment increase. Obviously using consumption and absorption are worth LAs per use. But how much is the question. |
| Dartanel11-20-04, 02:39 AM | Synergy. Similar to identity. Synergy is intended to give pairs of characters special rewards for working together. Synergy is harder to get and use, but is a benefit nonetheless. The benefits of synergy are generally the same for all characters, but will be tailored slightly to each pairing of aspects. Synergy level / benefit 1 - Aid Bonus When using the aid another action with someone you share lvl 1 synergy, the bonus increases by 1. 2 - Mindlink As a full-round action you may form a mindlink (As per the psionic power) with any person you share lvl 2 synergy with. The duration of this effect is concentration. 3 - Easy Aid You may use the aid another action as a move-equivalent action if you are aiding someone you are synergized with. 4 - Empathic Transfer As a standard action you may use empathic transfer on any aspect you share synergy with. 5 - Remote Aid You may use the aid another action on an aspect you share synergy with as long as you have line of effect to them. 6 - Danger Sense, Other You gain the effect as per the psionic power Danger Sense, but only in regards to danger towards the aspect you share synergy with. 7 - Combination Attack The synergized pair is given a unique combination action, usually an attack action. 8 - Mindlink, Sharing Similar to the power Theiving Mindlink, except instead of taking powers from the target of the link, you may give your synergized aspect access to any one of your feats or abilities as long as you maintain concentration. 9 - Greater Aid The bonus you give when using the aid another action upon a synergized aspect is increased by your charisma mod. 10 - Pool Power A tailored version of metaconcert whose effects depend on the two characters who share synergy. 11 - 12 - Mind Switch As a full-round action, the synergized pair may use mind switch on each other, without xp cost. 13 - 14 - Hive Mind The pair gain the benefits of a hive mind. Neither of them is flat footed or flanked unless both are. 15 - 16 - Fusion The pair may manifest fusion as per the psionic ability upon each other. 17 - 18 - Affinity The pair are bound by a constant Affinity Field as per the psionic power. 19 - 20 - Union The pair are no longer distinct entities. They may switch places with each other, fuse, separate, swap abilities, etc. at will. What I need here: Pretty much the same as with identity. Fine tuning, filling in the gaps. |