Friday, January 4, 2008

SAME Information - Gaining Power

When characters in SAME gain power, they typically are either increasing a numeric trait like one of the SAME stats, or gaining a new ability like a spell. For the former, it is simply a matter of increasing one of your SAME scores using however many "build points" are given. A character increases those stats and any mechanic derived from them increases accordingly. So if you increase your Strength by 1, you increase your Endurance and Athletics by 1 as well. You can also divvy up the skill increases so either one gets both points.

Gaining spells or abilities is a little more complicated, but nothing too taxing. (As of this moment I'm still working on specific spells and abilities, but the general spell categories are done and can be found, along with qualities and guidelines for them, here.) Gaining a spell of your current "level" is a matter of simply writing down a new element you can fire all willy-nilly. A character with Fire Shard and Earth Shock can gain a new Shock or Shard spell anytime they gain power after an adventure. Getting a new utility spell means thinking up a neat trick and then writing it down on your sheet with appropriate tags attached (Mana ties and such.)

Attaining higher levels of spells requires a little more focus. To gain access to the next level of a particular spell class, you must have two spells of the previous level. For example, a character who wishes to get access to Bolt spells has to have two Shard spells already in their repertoire.

Abilities are like spells in that they are auxiliary to regular attacks, but they are special kinds of attacks or actions that serve a distinct tactical purpose. Higher tier abilities require instruction of the lower tiers first (at least two abilities from the lower tier.) I'm still working on abilities. They're like spells, but more "martial artsy" than "mystic artsy," and you can use them once per encounter and are kind of like augmentations to either regular attacks or spells.

1st Tier Abilities

Assault - A series of blows that Stuns your opponent.
Hamstring - A precision attack that Slows your opponent.
Headshot -
Strike your opponent in the head to make them Forgetful!
Bodyblow - A brutal attack that causes an enemy to be Shaken.
Evasion - Negate the next attack against you.
Drain - Drain ambient mana of one type for the rest of the encounter.
Leverage - When any opponent next attacks you, resolve attacks and damage normally, but the opponent is now up to N distance away from his original position in any direction.
Press Your Luck - You may reroll any dice rolled this turn, even your opponent's. You must accept the outcome of the new rolls. You must declare your use of this ability before the first die is rolled.
Cunning Infusion - With this attack, choose a second elemental type. You may deal damage from that elemental type.
Precision - Your next attack is made at +4 to hit.
Ferocity - Your next attack deals +4 damage.
Tenacity - Remove wounds of one type, to reset to 0. However, you no longer resist any damage from that type.

2nd Tier Abilites

Crescendo - A weapon attack that makes a big whip-crack. Deal weapon damage +S and E.
Depraved Strike - A sinister attack that hits your opponent in the soft bits. Leave your opponent Depraved.
Surge - A brutal strike that overwhelms your opponent's senses and leaves them in a haze. Deal normal attack damage. The target is Forgetful and Shaken.
Bind - A deviously planned assault leaves the opponent wondering what the hell just happened. Deal normal attack damage. The target is Stunned and Slowed.

Conditions: The effects of the listed conditions are as follows:
Stunned- Cannot take actions and Strength is reduced by 2.
Shaken- Cannot take actions and Elan is reduced by 2.
Slowed- Cannot move and Agility is reduced by 2.
Forgetful- Cannot move and Moxie is reduced by 2.
Blind - Cannot take actions, and Agility is reduced by 4. Creatures who are naturally blind do not suffer from these effects.
Depraved - Cannot move, and Moxie is reduced by 4.

___

You guys got access to a new spell or ability from the last adventure. Think of how you want your character to develop, and get back to me with questions. I'll try to get the "abilities" posted, but I'm having trouble making sure they mean something by the time you can get the higher-power ones. I'll just put up the 1st Tier ones for now anyway...


Did more work on the creatures post (here.)

8 comments:

satansgear said...

Si what are the build point cost for spell anmd abilities? Are the more expenseive or what that't my first question. As to how I'm gonna level up my character I got to see some abilities first.

satansgear said...

Besides that and off topic but the golem pic is really neato. You did a bang up job on that

Anonymous said...

Don't think of this as something like "10 BP equals a new spell." I just used the term "build point" to describe an increase in your SAME total.

Every adventure I'm giving you new stuff, but I'm alternating what I'm giving you. There's an order to things, and the order is something like

Spell/Ability
Quality
Build Point
Spell/Ability
Quality
Build Point
etc.

So this time you guys got a new spell slot to play around with.

satansgear said...

For abilities like assualt and stuff are the effects only good on a successfull attack and hit. Or is there a different type of "save" for them? Cause I am thinking of going with a ability. As to the whole build point thing I was just curious cause of how you worded it that's all.

Anonymous said...

It's only applied on a successful hit.

Anonymous said...

ok, i got beef. how can i stay a fire only mage if i NEED two shard spells to get a bolt one.... i dont wanna have to be anything but FIRE

Anonymous said...

I was putting that in there so people would be more generalized...

But I can cede that requirement given sufficient reasoning other than "I'm a Fire Mage." I know you're working with a theme here, but if it's all the same to me, couldn't you just have Light Shard or Wind Shard and say you shoot lighting bolts out of your face or wacky energy beams from your eyes? It's not good in either short or long term to stay focused on a single mechanic for your character, but I couldn't care less if you keep the theme but use different statistics.

Talk to me about it tomorrow.

satansgear said...

well I'm not to sure on where exactly I'm gonna go with this here but I want to get a new ability I'm just having a hard time of figuring out whihch one. I mean The ones you have are good and all but a little more selection would be a bit nice. No offense I just haven't find one that really get's me thinking yet. Maybe we can talk more about it later. Who knows?