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Viva La Mods ([personal profile] vivalamods) wrote2024-05-22 10:20 pm

ABILITIES & POWER LEVELS


ABILITIES AND POWER LEVELS

ABILITIES & POWERS
    Characters can generally retain their normal abilities, but they will find them abridged to fit the setting. Some of these parameters will slowly increase over the course of the game as characters in general grow in strength. In general, all characters will be considered equalized, and characters without active magical abilities will find they can perform physical feats that keep them in line with magical characters.

    Villains can request exemptions from these limitations depending on the character being apped since they are significantly stronger due to their Ether Boosting.

    OFFENSIVE CAPABILITIES
    A PC can expect to be able to generate force equivalent to about 1.5 cannonballs under optimal circumstances. When fighting an Airship or an Armor on foot, they can do some damage but are still at a severe disadvantage.

    DEFENSIVE CAPABILITIES
    A PC can take about 1.5 cannonballs or other equivalent amounts of damage and survive, but it will potentially break some bones. Bladed weapons can cut PCs so long as they are facing someone of equal caliber of abilities, against normal soldiers their sabers and muskets will hurt and will eventually kill a PC in large numbers but one or two are not any particular threat. A PC will struggle against a squadron of at least 10 normal soldiers, 5 elite soldiers, or 3 shock troopers.

    POWER CHANGES
    The below powers are specific abilities a character might possess that are abridged or otherwise nerfed in the game.

      DEATH ABILITIES: Abilities that instantly kill targets will work against normal soldiers, but will instead cause commensurate damage to player characters as outlined in Offensive Capabilities.

      HYPNOSIS AND MIND CONTROL: Characters can generally create short-range mind control effects for regular soldiers, causing them to obey simple commands. These powers will not work against normal PCs or powerful enemies, as their wills are too strong.

      IMMORTALITY: Characters may have some condition that allows them to live forever, but they are not impervious to damage or unable to die. Characters possessing immortality simply do not age and will not die of old age or become more vulnerable to diseases that strike those of advanced age.

      POWER MIMICRY: Characters who have the ability to mimic other people's powers can only do so temporarily and when in range of the target. If this Mimicry drains that power from the target, they must have some form of contact with the target for it to take effect.

      POWER SUPPRESSION: Characters with the ability to suppress powers will be able to achieve this by generating a field that nullifies magic, but they will also be impacted by it themselves. Fields of this manner can extend to 10 feet in all directions. Conventional weaponry such as cannons and muskets will still function.

      SUMMONING: Characters may Summon monsters, spirits, or other such creatures to assist them. In this case, that monster will share a portion of a character’s overall power. If a character has a familiar or other permanent assistant, that familiar and the character will split their overall power level at the discretion of the player (the familiar might hold 20% and the character hold 80% of their overall power balance, for example). Characters who employ summoning as a means of fighting will be able to have their Summons perform at or around 100% in exchange for the character themselves being comparatively weak, with physical capabilities akin to a normal human of our world.

      TELEPORTATION: Teleportation and other instant-transmission abilities will have a limited range of 100 meters, and will require the target to be able to visualize the area they're warping to if it's not something they can see themselves.

      TERRAFORMING: Characters with the ability to change or manipulate the land or sea will retain this ability on a limited basis. It will take extensive amounts of time and energy in order to properly terraform something, for example a character who is skilled with plants and soil might spend an entire month revitalizing soil so that it can be used to grow food by pouring Ether into it daily.

      TIME MANIPULATION: Characters with Time Manipulation will lose this ability entirely, although they may move at advanced speeds to simulate the effect in some form. Characters of equivalent power will be able to perceive and counter this speed by moving and perceiving at a similar level, but it will allow characters who formerly had time manipulation the ability to set up (for example, throwing a barrage of knives in quantities beyond what a simple throw would allow) and perform some warp-like abilities.

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