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Post by Sir Not Appearing on Forum on Apr 20, 2012 18:38:23 GMT -5
The old forum is deceased and doesn't look like its coming back. Unfortunately this means a large majority of my Power Cylinder work went with it. I DID manage to keep all of the races I made on file (I forgot I actually typed them out in Word before posting them so I have a document with them all in it YAY) but the other stuff I made for the game is lost. This thread is meant to re-create that lost information and also come up with new information and ideas. If you guys had any ideas for futuristic skills, special abilities and weapons specials then please post those ideas on this thread and claim your footprint on this newly devised game.
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Post by Sir Not Appearing on Forum on Apr 20, 2012 22:24:40 GMT -5
Weapon Abilities All new weapons not already listed in some context in the other Gaia Saga based manuals will now have additional special abilities which will fall under "special" in the weapons area of the character sheet.
Here are some of those abilities and what they do. More will be added later as things progress and if you guys have any ideas I will include them.
Laser: Ignores physical AS but can still be blocked by energy shields and barriers.
Plasma: Does not have a listed WB but deals up to 1D4 times damage which is based on firing dexterity.
Hex: Can be used to cancel spells but only spells that can be dodged normally with dexterity.
Ionic: Has a 50% chance to automatically shut down or disable electronic devices of similar size upon impact.
(I forgot some of the other stuff so if you guys remember let me know please)
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Post by Sir Not Appearing on Forum on Apr 21, 2012 11:01:17 GMT -5
OH YEAH!!
Stun: Deals damage as normal but can not be used to kill the target. Instead of causing death these weapons render those struck by them unconscious.
Silvanus: Normal firearms follow the same rules as mentioned in the 3rd Edition Gaia Saga manual. Since they are futuristic weapons they will end up doing much more damage, but there won't be many changes. Actually, hold on, I'll make a few slug thrower based specials cause that actually makes sense.
Burst: Allows a slug thrower to fire three bullets instead of just one. The damage remains the same but this allows the weapons to hit three different body locations.
Full Automatic: Automatically uses 50% of total ammunition in the weapon but allows the weapon to deal double damage.
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Post by Sir Not Appearing on Forum on Apr 21, 2012 12:45:21 GMT -5
Vehicle WeaponsVehicle weapons deals a lot more damage than personal weapons to characters. In order to show this here are the basic rules when figuring out damage from these sources. Starships: Starship weapons are so powerful that if a character is struck by them then they are immediately killed and their bodies are eliminated (best idea: DON'T GET HIT BY THEM OR PUT YOUR CHARACTER IN A POSITION TO GET HIT BY THEM ) Other Vehicles: Other vehicles such as land based, aircraft and hover vehicles have larger weapons than personal character weapons. These weapons deal considerably more damage than their personal counterparts, but still count as the same type of weapn that their personal cpunterparts might be (A mounted Gause Rifle counts as a Gause Rifle that a character might wield as an example). These weapons deal four times the damage as their personal counterparts (I think I got that right, not sure )
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Post by Sir Not Appearing on Forum on Apr 21, 2012 12:58:55 GMT -5
Magic and Magic SchoolsMagic has altered a bit in Cluster 72. Some forms of magic have simply disappeared while others have become more powerful and more widespread. Here is a list of each school originally used in Gaia Saga and how they are affected in Power Cylinder. White Magic: Only available to Divine Crusader characters Shadow Magic: Only available to evil aligned characters Elemental Magic (Fire, Wind, Earth, Water): Readily available Nature and Druidic Magic: Only available to Eldran characters Illusion and Mind Magic: Only available to Psionicists and Fey characters Spirit Magic: Only available to Fey and Vis characters Time Magic: Not available (school was rare in fantasy times, now extinct) Arcane Magic: Not available (school withered away as a result of space travel) Chaos Magic: Unlockable during game play Summoning Magic: Readily available Petty Magic: Not available (its use became obsolete due to advances in technology) (Others I might have forgotten to mention are obsolete or no longer used) NOTE: The limitations on magic do not make them worthless or not as powerful. There will actually be a lot of uses for such power and magic users are highly sought after for their abilities since they are not as commonly found. NOTE on Jobs: Some magic user based jobs have been removed from Power Cylinder. You still pick jobs based on the old Gaia Saga ones since they follow the same guidelines, since a lot of the free skills are going to be used (Arcane Lore, Arcane Languages, Spell Weaving, etc.). Any magic user job that allows the use of all forms of magic such as Enchanter, Mage, Battle Mage and the like are no longer available because specialization is the only way to learn magic now since a lot of time needs to be devoted to learning how to use technology in the future instead of always dedicating your time to the study of magic. There will not be anyway to enchant items in Power Cylinder, although magical items from ancient times may still be located and recovered depending on adventures and what the characters end up doing. These items will be rare in this game however (I'm serious this time )
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Post by Sir Not Appearing on Forum on Apr 27, 2012 10:19:21 GMT -5
Weapon differencesHere are some nifty weapon differences, giving you guys reasons to use melee weapons still but also reasons to use ranged. Energy Defense Ignore (Melee): Melee weapons ignore AS bonuses given to personal energy shields around characters as well as energy shield AS for vehicles. Since not many people in Cluster 72 still use such archaic weapons most developers do not choose to take close combat physical attacks to heart. If the melee weapon is considered an energy weapon then ignore this rule. Archaic Armor Ignore (Energy Weapons): Archaic forms of armor such as ancient armors and kevlar do not give AS bonuses against energy weapons. This means that armor will only really protect you against the types of weapons they were originally designed to save against.
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