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Orzel
2010-08-05, 10:42 PM
I don't like manipulation of matter or energy in D&D for the most part. But that's not what I'm getting into at the moment. My goal is to create a group of classes that use a system that allow them to control matter or energy and actively manipulate it in various way in a balanced manner.

Sure I could create a bunch of spells but D&D spells system is too rigid to allow for enough abilities to be active and available at once with out using a "broken spell" or too many spells. Plus this allows be to propose my idea.

System
The main design element would based on focus points (working name). Focus points represent the amount of matter or energy the character can control at once. Focus points change between 3 phases when they are used. Characters who manipulate focus points are call regulators (working name).

Open focus points represent matter or energy than is available be not actively controlled. They can be manipulated quickly but is cannot be manipulated into complex forms. Regulators who have lots of open focus points are able to attack and defend well.

Readied focus points represent matter or energy that is actively being controlled. They can be manipulated into complex forms the easiest. Regulators who have a lot of readied focus points are very versatile.

Committed focus points represent matter or energy that is passively controlled be the regulator. This matter or energy can be left alone but is harder to manipulate. Regulators who have a lot of committed focus points can make maintain constructs of their own matter.

Regulator powers or regulations, would a cost, a result, and possibly and sustain value. The Cost value determines how many focus point will change phase and from which phase. The Result value is show which phase the points in the cost will become. The Sustain value shows how many and which phase must remain in order fr the effects of the regulation to last

A regulation would look like this:

Grip
Level: Class B 3
Cost: 3 Readied
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Save: Reflex to escape broken mass
Effect:

A large mass of your focus rushes toward your target and grapples it.

The mass makes a grapple check against the target. Treat the mass attacking the target as a medium creature with a base attack bonus equal to your regulator level and a Strength score of 30. Treat the mass as a large creature as long as you have 2 readied focus points. If the mass is dealt at least 20 damage, the target held within can make a Reflex Save to escape before the mass automatically reestablishes the grapple.

So an bone regulator with 5 open point, 5 readied points, and no committed point could grapple an goblin. 3 readied points would be committed to the grapple and the other 2 free readied points would boost the grab to large. After the goblin is firmly held, the regulator has 5 open, 2 readied, and 3 committed and must keep at least 1 focus point committed to the grapple to retain it.

Fluff
The origin behind regulators is being tied to a particular type of matter or energy. This could be by bloodline, blessing by an primal or elemental entity, or a witness of a cosmic event.

Regulators can only control one type of matter or energy. The type of focus use by a regulator will have only slight effect on the way the focus is handled. This would usually be in the form of damage type or hardness.

Low level regulators can only generate, control, and absorb their focus. Higher level regulator can turn into constructs made of their focus. Master Regulator can even perform actions that are similar to magic.


Classes
I have 3 classes planned. The name not so much.

Class A would be the main energy regulators. They would be very mobile energy generator who can dealer large amounts of damage in various ways.
Inspirations: Electro, firebenders, Elle Bishop, Killer Frost, Portgas D. Ace, fire pokemon, most other generic fire/cold/electric heroes/villains

Level 1: Fire blasts of energy
Level 5: Create Walls of energy at will
Level 10: Near Immunity to the energy type
Level 20: At will shapeshift into a huge elemental

Class B would be main matter regulators, Controlling solid or liquid matter from earth, plants, water, or bone; class B would create constructs to solve most problem they might face.
Inspirations:Iceman, Gaara, Aqualad, earth and water benders, Poison Ivy, Sailor Mercury, Kimimaro

Level 1: Cover self with an armor of matter you created
Level 5: Create a wall of matter, create another wall of matter, smash enemy between walls
Level 10: Create a construct and know what it sees and hears
Level 20: Teleport between two constructs you control.

Class C would[/I] be the other matter regulators, gas regulators.
Inspirations: Wind Dancer, Red Tornado, air benders, Jin (YYH), Smoker

Level 1: Blow people into stuff
Level 5: Flight
Level 10: Vortex
Level 20: Did that giant rock go though you?

What do you think so far?

Milskidasith
2010-08-05, 10:45 PM
This seems unnecessarily complex considering what you are using is essentially a spell anyway; psionics seems like a much better and less complicated fit. Not only that, but D&D is one of the most flexible systems out there, and if you intend to add flexibility (which it doesn't seem like you're really getting, considering your example is a fairly specific spell), then you're just going to have things be even more unbalanced.

Orzel
2010-08-05, 11:17 PM
Grip is just an example to show the phase shifts. It's a starter regulation that comboes into another one.
After Grip, the regulator can...
Commit more focus to trap the target into a cocoon with Coffin as a move action (Then make a construct mimicking him with another regulation)
or Surround him in a cage with no phase change
or Elevate him in a pillar of bone with Pillar
or fire objects at the held foe with open focus points
or the target underground
or throw him into another enemy

Psionics can to this but it is too limiting with manifestor levels and power points. The amounts of augments would be silly since powers don't rely on each other.
Spells and powers are stand alone but regulation at differently if you do them it certain ways. You don't need to summon a icy hand to swat a foe or build a bridge it you have a nice tower of ice that you created just standing there. Knock over that tower and build that foe swatting bridge.


Encircle refers to Wall and Crush is a free action if you have 5 points committed to a grappling regulation. So you and make a wall of Ice, turn it into a dome, and squish a poor sap all in one round if you have you points in the right phases.

Aran Banks
2010-08-05, 11:43 PM
it's interesting... but the concept of Focus Points is a little too much to wrap my head around.

Can't we just rewrite the system so you can have X duration spells going at a time and cast spells with the rest of your abilities? That'd be nice.

Hyooz
2010-08-06, 02:15 AM
I recommend looking into the Avatar d20 project that finished around here a while ago. It uses a skill-based system to allow for a great deal of versatility in manipulating their particular element.

Orzel
2010-08-06, 05:57 AM
it's interesting... but the concept of Focus Points is a little too much to wrap my head around.

Can't we just rewrite the system so you can have X duration spells going at a time and cast spells with the rest of your abilities? That'd be nice.

It is harder to balance that way, I've tried. But that's kinda how it works.
I'll use Gaara as an example

Open points is the sand Gaara can control but is actively do so

Readied points is his armor/shield/sphere of sand and any other sand swirling around him

Committed Points is the sand coffin and any other constructs h's controlling

Attacks follow a simple progression from open to readied to committed. One your sheet you could use circles for open, put a slash in it when you reading a point, and cross it when you committ it.


I recommend looking into the Avatar d20 project that finished around here a while ago. It uses a skill-based system to allow for a great deal of versatility in manipulating their particular element.

It's too martial artsy. That's not much of a problem. My main issue is that bender don't work within "regular D&D" and get outclassed by spellcasters too easily. Higher level things like transformation into elements, intelligent constructs, and teleportation between foci aren't there.

Kuma Kode
2010-08-06, 06:12 AM
I like it. The shifting and manipulation of points into different phases has a better feel than the Vancian magic system when it comes to manipulating energies.

Granted, it is significantly more complex than the normal magic system found in D&D, but that's not necessarily a bad thing. If your players are up for it, there's no real good reason not to use a more pleasing, but more complex, system.

Looks good for being in what appears to be an early phase of creation.

Orzel
2010-08-06, 07:20 PM
I got names

Energy Regulator: Dynamo. Access to fire, cold, electric, sonic, positive (can heal), or negative damage types. Uses Con for focus points and DCs.

Matter Regulator: Maestro: Access to water, ice, earth, metal, plant/wood, bone, or shadow constructs. Uses Wis for focus points and Cha for DCs.


Regulations
Open -> Open:
Spray- 30ft cone burst for 1d6/2 level damage. Reflex half
Deflect- +2 AC for each sustained open point
Lengthening- Increase range by 30 per sustained open point
Sphere- 20ft sphere burst for 1d6/2 level damage. Reflex half
Spread Around- Bursts become spreads

Open-> Readied:
Missiles- Fire 1 1d4 damage missile per point used. Reflex half
Energy Needle- Ranged touch attack for 1d6/2 level damage
Energy Beam- 60ft 1d6/2 level damage line
Mobile points- Move readied focus points to different locations
Tangles- Entangles and conceals targets in 20ft Spread


Readied- Committed:
Sculpt Weapon- Create 1 weapon or 10 ammunition per sustained point
Sculpt Armor- Create 1 piece of armor or shield per sustained point
Sculpt Cloud- Creates a cloud that grants cover and concealment
Thin Construction- Quickly creates a 10ft per level thin wall, pillar or sphere
Solid Construction- Creates a 10ft per level wall, pillar or sphere
Energy Construction- Create a wall, pillar, or sphere deals that deals damage to those nearby and more to those passing through.
Sculpt Senses: Create 1d4 eyes, ears, or mouthes per slot
Sculpt Disc- Create a flying disc that can hold weight
Grip- Grab a target from afar from a construct or yourself


Committed- Committed:
Entrapment- A construct you control traps a nearby target
Regulate Transport- Teleport between two construct you control
Masonry- Increase the strength of solid constructs by 25hp per focus point
Move Sculpture- Move and levitate a solid construct

Committed- Readied:
Burial- Bury a trapped or grappled foe underground
Strangulation- Choke a foe standing near a solid construct

Committed- Open:
Collapse- Topple part of a construct to deal 1d8 damage

New examples:

Solid Construction
Level: Maestro 2
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:

This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, A construction cannot form in an area occupied by physical objects or creatures. Its surface may be smooth or filled with half inch thick openings. The surface must unbroken when created. The Hardness of the construction is 8 + 1 per 5 regulator level. Any creature adjacent to the construction when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails.

Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level. Each 10-foot square of wall has 3 hit points per inch of thickness and is is 1 inch thick per regulator level.. The plane can be oriented in any fashion as long as it is anchored. A vertical wall or pillar need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level

Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels

Creatures can hit the construction automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through any of the constructions with a single attack, the DC for the Strength check is 15 + regulator level.

If the focus is ice or water, a sheet of frigid air remains when the construction is broken. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per regulator level (no save).

If the focus is wood or bone, the material might entangle weapons used against it. After attacking, characters must make a Strength check with a DC of 15 + regulator level or the weapon become stuck in the construction. Stuck weapon require a move action to remove.

If the focus is metal or earth, the construction gains 20hp and +2 hardness per 10-foot-by-10-foot section.

Fire deals full damage to the constructions made of water, wood, metal, or ice (instead of the normal half damage taken by objects). Cold deals full damage to the constructions made of bone, or earth.

Masonry
Level: Maestro 2
Cost: Up to 5 Committed
Result: Committed
Sustain: Same as cost
Regulating Time: 1 free action
Target: Construction you control
Range: Medium (50 ft. + 10 ft./level)
Save: None
Effect:

Increase the strength of a construct you control by 25hp, the thickness and Hardness by 2, and Break DC by 5

Collapse
Level: Maestro 2
Cost: Up to 5 Committed
Result: Open
Regulating Time: 1 standard action
Target: 1 Construction you control
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex halves
Effect:

You destroy part of a construction you control. You may collapse one 10 ft by 10 section of construction per committed focus point used. Any creature nearby the collapsing squares takes deal 1d8 damage for every inch of thickness over 5 (minimum of 1d8 damage).

Kuma Kode
2010-08-06, 10:11 PM
Wait, how does shifting points from one type into the same type work? If they aren't burned away, just moved around, that would mean any Open > Open or Committed > Committed ability can be performed at will, as often as desire, because you could just keep recycling them.

Orzel
2010-08-07, 05:35 AM
Wait, how does shifting points from one type into the same type work? If they aren't burned away, just moved around, that would mean any Open > Open or Committed > Committed ability can be performed at will, as often as desire, because you could just keep recycling them.

Pretty much. Regulators' main restriction is their low base amount of focus points. They won't have enough of each phase has access to everything at will.

Added more: Dynamos


Adventures – Often dynamos are lone wanderers due to their destructive powers. Most have a story of being cast out of a community due to a mishap or flare of emotion. Those who were created for military reasons adventure under the orders of their superior officers.
Characteristics – Dynamos are fast, aggressive and powerful. They Lack the potent defensive moves of the other class, Dynamos strike hard and attempt to defeating their opponent before their targets. Depending on the energy type they carry other other strategies and methods like healing.
Alignment – Dynamos can have any alignment. Some show a high degree of discipline and self control to wield their powers. Others are as wild and unpredictable as the energy they control.
Religion – Due the most common methods of becoming a dynamo, most are individualistic and do not profess any strong religious beliefs. But those who see their powers as a curses or suffered great loss due to their powers often refer deities that promise protection.
Background – Dynamos who are born out of mysterious reasons such as a cosmic event learn their craft through experiences gained as they wanderer the world. Those who are breed as soldiers receive their training through the military.


Abilities – Constitution is the most important ability for Dymanos, as it governs the save DC’s for some of their regulations and the amount of focus points. Dexterity is also important as it provides a boost to Armor Class and increases their ability to hit with their ranged attacks. Charisma is important too as it governs bonus focus points emergencies.

Hit Dice – d6

Class Skills – Balance (Dex), Bluf (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information, Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spot (Wis)

Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level – 4 + Int Modifier

Weapon and Armor Proficiency – A dynamo is proficient with all simple weapons, short swords, longswords, and light armor but not with shields.

Focus Each Dynamo has a energy type used a focus. They may choose fire, cold, electric, sonic, positive or negative. Their focus determine the damage type of their regulations if there is damage dealt. Once chosen, this cannot be changed.

In addition, if the dynamo chooses fire or electric; damage dealt by his regulation can set flammable items alight. If the dynamo chooses cold or sonic; damage dealt by his regulations can cause unattended items to become slippery or even fall. If the dynamo chooses positive or negative; the dynamo as a free action a cause their regulation to heal half the damage they intended to dealt to living creatures (positive) or undead (negative).

A Dynamo has a number of focus equal to 5 + his Constitution modifier.

IcarusWings
2010-08-14, 09:23 AM
I really like this system and I'd love to help out doing the maestro and powers for the dynamo, if you'll let me.

I would also suggest to add a link to The Dynamo (http://www.giantitp.com/forums/showthread.php?t=163510) in the OP.

Masonry should be either open or readied -> committed as you are adding focus to a construct, as it is with comitted -> comitted you can just use the same committed focus points that are comitted to the construct to make it even stronger.

IcarusWings
2010-08-23, 03:57 PM
As a simpler but just as efficient idea for this project (and a bump cos' I like this thing and I don't want it to die), how about you just model it after incarnum? constructs and the like, are just soulmelds that aren't attatched to you that you can put essentia into. For energy blasts, you expend an amount of essentia depending on how powerful you want it to be, and recover it next round.
And just drop chakra binds altogether.

In this system, open focus points = unspent essentia, readied focus points = essentia that has been expended and is unusable until next turn, and committed focus points = essentia committed to a soulmeld/construct.

It's easier and simpler than creating an entirely new system (although some people do find incarnum complicated) and all you have to do is make new soulmelds for constructs, and create blasts and such, and certain powers that detail removing essentia from constructs (like your collapse regulation).

Orzel
2010-08-26, 06:25 PM
That could work. Incarnum always kind of confused me though.

But is this close to what you are saying?:


Spreading flames
Descriptors: Fire
Classes: Dynamo
Saving Throw: See text

A dull glowing aura grants you limited protection from damage of your focus. You gain energy resistance against damage of your focus equal to 5 times the number of open points used in the regulation. This aura protects your equipment as well.


Throat
You can breathe a 15-foot cone of fire as a standard action. Creatures within the area take 1d6 points of fire damage, plus 1d6 points of fire damage per point of readied focus point (Reflex half)

Feet
You also gain a bonus to Jump and Initiative equal to the amount of readied focus points invested in this regulation.

Fingers
You can fire a ray of energy projects from your pointing fingers as a Standard action. You must make ranged touch attack to deal 1d6 fire damage per open focus point

Arms
The range of your regulations increase by 30ft for each open point

Palm
You can create one 20 ft. long 20 ft. high wall of flames per 2 committed focus points within 30 ft of you. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Creating a wall is a standard action.

Legs
You gain a +5 enhancement bonus on Jump checks per readied focus point.

Meirnon
2010-08-27, 01:00 AM
Argh... no offense but you definitely need a stronger grasp of grammar. It's hurting my head trying to grasp what you're saying, because I want so much to understand it. What I can glean from it seems to be...

Open Foci: Foci that aren't harnessed in any way.

Readied Foci: Foci that the Regulator is actively and consciously controlling in order to perform a certain action.

Committed Foci: Foci that are harnessed for the continuation of an effect.

From what I understand in the flow of things, the Regulator Concentrates on an Open Foci to turn it into a readied. He then either performs a 1-use action, reverting it back to Open, or uses it to make a continued action, causing it to be Committed. Committed Foci cannot be used in any other action than, what I would call, "releases", which relinquishes control passively or with a bang, turning the Foci into an Open again. However, a number of Committed Foci are requisite for more advanced manipulations to build off of, which means more powerful abilities would take longer to build up.

Here's how I can see this working in a game without being too OP.
1) A limited number of Readied Foci can be taken. A level 1 Regulator, for example, could only hold 1 Readied Foci at a time. Every Foci above your maximum would require a scaled Concentration check (say, start at DC 10 for 1 more than normal, then increase it by +5 for every extra Foci you ready above normal).
2) A maximum number of Readied Foci can be converted to Committed Foci per round. A level 1 Regulator, for example, could only convert 1 Committed Foci per round, for example.
3) A maximum number of committed Foci to build off of each round. A level 1 Regulator, again, for example, could only have up to 2 or 3 Committed Foci at a time.
4) Unlimited Open Foci where the Regulator has access to his matter type. For example, one might always carry a torch and some flint & steel so he can deal fire damage, while another might carry a jar full of metal ball-bearings or sand.

I'm not sure if this is what you were going for, but, this is what I got off of it.

Orzel
2010-08-27, 05:59 AM
@Meirnon
Sorry. Unfortunately, the only time I have the inspiration to write more than a paragraph is when extremely tired (a time when proofreading is very difficult).

Currently I have it as:


A Dynamo has a number of focus points equal to 5 + his Constitution modifier. Each of the dynamo's focus points can either be in the open, readied, or committed phase. As a move action, a dynamo can covert a number of focus point from one phase to another equal to their Charisma modifier (minimum 1).

Meirnon are you suggesting:


A Dynamo normally has a number of readied focus points equal to his Constitution modifier (minimum 1). Once per round as a free action, a Dynamo can increase his a number of readied focus points with a successful Concentration check (DC 5 +5 for every extra focus you ready above normal)

As a move action, a dynamo can covert a number of focus point from one phase to another equal to their Charisma modifier (minimum 1).

A level 1 Regulator can have up to 3 Committed Focus at a time. This limit increases by 1 every 3 levels (4th, 7th, 10th, etc)

IcarusWings
2010-08-27, 10:49 AM
That could work. Incarnum always kind of confused me though.

But is this close to what you are saying?:

Spreading flames
Descriptors: Fire
Classes: Dynamo
Saving Throw: See text

A dull glowing aura grants you limited protection from damage of your focus. You gain energy resistance against damage of your focus equal to 5 times the number of open points used in the regulation. This aura protects your equipment as well.


Throat
You can breathe a 15-foot cone of fire as a standard action. Creatures within the area take 1d6 points of fire damage, plus 1d6 points of fire damage per point of readied focus point (Reflex half)

Feet
You also gain a bonus to Jump and Initiative equal to the amount of readied focus points invested in this regulation.

Fingers
You can fire a ray of energy projects from your pointing fingers as a Standard action. You must make ranged touch attack to deal 1d6 fire damage per open focus point

Arms
The range of your regulations increase by 30ft for each open point

Palm
You can create one 20 ft. long 20 ft. high wall of flames per 2 committed focus points within 30 ft of you. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Creating a wall is a standard action.

Legs
You gain a +5 enhancement bonus on Jump checks per readied focus point.


Pretty much. I'd say their should be some new chakras as well though: External, which is for soulmelds/regulations that are in a different location to you (such as a construct) and Attack, for energy blasts and so forth. You couldn't actually bind melds to these chakras, it's just to show what slots they take up. The External Chakra can have as many soulmelds occupying it as you want, provided it doesn't exceed your soulmeld limit. And your attack chakra can have as many soulmelds at one time as the amount of attacks you make in that round (e.g. one if you move in the round, or as many attacks as you have iteratives if you use a full-round action). Attack Chakras can be shaped as a free action and are immediately unshaped after they're used and you regain all essentia spent, but you can shape them again as a free action. External Chakras can be destroyed by opponents attacks and so forth, and when they are, you regain all invested essentia.
Also, to save versatility, Regulators should be able to shape or unshape a single soulmeld as a move action. And Regulations should have a clause if there's anything special that happens when they're unshaped, like collapse for Solid Construction.

For example, Construct would be:

Solid Construction
Class: Maestro
Chakra: External
Saving Throw: Reflex Negates (see text) and Reflex Negates (see unshaping text)

This soulmeld creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, A construction cannot form in an area occupied by physical objects or creatures. Its surface may be smooth or filled with half inch thick openings. The surface must unbroken when created. The Hardness of the construction is 8. Any creature adjacent to the construction when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails.

Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level. Each 10-foot square of wall has 3 hit points per inch of thickness and is is 1 inch thick per point of Essentia invested. The plane can be oriented in any fashion as long as it is anchored. A vertical wall or pillar need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level

Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels

Creatures can hit the construction automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through any of the constructions with a single attack, the DC for the Strength check is 15 + regulator level.

If the focus is ice or water, a sheet of frigid air remains when the construction is broken. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per Meldshaper level (no save).

If the focus is wood or bone, the material might entangle weapons used against it. After attacking, characters must make a Strength check with a DC of 15 + Meldshaper level or the weapon become stuck in the construction. Stuck weapon require a move action to remove.

If the focus is metal or earth, the construction gains 20hp and +2 hardness per 10-foot-by-10-foot section.

Fire deals full damage to the constructions made of water, wood, metal, or ice (instead of the normal half damage taken by objects). Cold deals full damage to the constructions made of bone, or earth.

Unshaping: when you unshape this soulmeld it collapses, dealing 1d8 bludgeoning damage if it's water, metal or earth, 1d8 slashing damage if it's ice, 1d8 piercing damage if it's bone or wood, +1d8 of the appropriate damage type for each inch of thickness it had over five.

Essentia: for every 3 points of Essentia invested the construction gains an extra point of hardness and, if a wall or pillar, is an extra inch thick.

and Energy Ray would be:

Energy Ray
Class: Dynamo
Chakra: Attack

Make a ranged touch attack against a single target as an attack action(e.g. a standard action or as one of your iterative attacks in a full attack). If it hits deal 1d6 damage of your foci energy type.

unshaping: This soulmeld is automatically unshaped after it is used, and you recover any invested essentia at the beginning of your next turn.

Essentia: you deal an extra 1d6 damage of the appropriate type per point of essentia invested.

Meirnon
2010-08-27, 11:46 AM
I suppose that'd be a way to put it.

And to oppose Icarus, you don't want to involve it like Incarnum. All the "throat, foot, etc." stuff is applying stuff to CHAKRA, not to FOCI. Foci seem to be external focuses for your powers, not an internal source of spiritual energy. By turning them to "Readied" you're connecting them to your body, and by "Committing" them, you're committing some amount of focus to maintain them.

What I like about this is that it can create branches upon branches of powers, like some godly combo-system.

IcarusWings
2010-08-27, 12:54 PM
I wasn't suggesting just homebrewing some soulmelds and calling it a day, I was suggesting using it as a base as the way meldshapers handle Soulmelds and Essentia is similar to regulations and focus points. In fact I wasn't thinking to include chakra binds at all.

Meirnon
2010-08-27, 04:13 PM
I wasn't suggesting just homebrewing some soulmelds and calling it a day, I was suggesting using it as a base as the way meldshapers handle Soulmelds and Essentia is similar to regulations and focus points. In fact I wasn't thinking to include chakra binds at all.

You were still including Chakras (example, your examples). Please don't. This is not Incarnum... Incarnum is Incarnum. From what I can understand, these aren't body points, but external focus points (from what I can understand).

IcarusWings
2010-08-27, 06:10 PM
I know, but the idea was to adapt incarnum to suit this, using external points.

Anyway, it doesn't matter, it was just a random idea.

Meirnon
2010-08-27, 06:26 PM
I know, but the idea was to adapt incarnum to suit this, using external points.

Anyway, it doesn't matter, it was just a random idea.

Stop infecting everything with Incarnum! It's a silly concept that tends to break games! D:

And, before you get upset with my negative criticisms, understand I have very different opinions than you and I have the right to express them. I also understand that you have differing opinions, but I'm not letting it stop me from expressing mine. With that said, pweeeaaase, don't stuff Incarnum into this promising new system. I'd like to see where it's taken without having to be just an extension of the Incarnum system.

Orzel
2010-08-27, 06:32 PM
@IcarusWings I like your idea but has all the usable focus as one phase. The different phases is the main "gimmick". The main restriction is not how much focus you put in action but whether you have enough of the correct phases to perform it in the first place.


@Meirnon The focus is actually contained within and externally. They are more like the non-movie TLA firebenders; they can both generate their focus and control instances of their focus outside their body.


[/SPOILER]

Solid Construction
Level: Maestro 2
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:

TEXT!!!

Deregulate: You may destroy part of a construction you control. You may collapse one 10 ft by 10 section of construction per committed focus point used.
Any creature nearby the collapsing squares is dealt 1d8 bludgeoning damage if it's water, metal or earth, 1d8 slashing damage if it's ice, 1d8 piercing damage if it's bone or wood, +1d8 of the appropriate damage type for each inch of thickness it had over five (minimum 1d8).
Deregulation of this construction take a swift action. [/Spoiler]

Or should Solid Construction and Collapse remain separate?

IcarusWings
2010-08-27, 06:37 PM
Stop infecting everything with Incarnum! It's a silly concept that tends to break games! D:

And, before you get upset with my negative criticisms, understand I have very different opinions than you and I have the right to express them. I also understand that you have differing opinions, but I'm not letting it stop me from expressing mine. With that said, pweeeaaase, don't stuff Incarnum into this promising new system. I'd like to see where it's taken without having to be just an extension of the Incarnum system.

Don't worry, I don't take anything personally, I can just tend to get a tad overzealous in regards to systems I like.

And that's looking good Orzel, I am firmly liking this project :smallbiggrin:

Orzel
2010-08-27, 07:01 PM
My main issue now is creating regulations. There are a lot of ideas for augment and enhancement regulations...
(most metamagic can be converted into regulation, as well as most conditions)

As well as utility
(teleport, flight, slow fall, resistance, "phasing", freezing, melting, magnetism)


but the actual craft and attack regulations I've got few ideas
Ray
Cone
Line
Grasp
"Fireball"
Wall
Hand spells (forceful, interposing, crushing, grasping)
Tentacle
Create Weapons
Create Armor
errr

What else is there?

Meirnon
2010-08-27, 07:20 PM
My main issue now is creating regulations. There are a lot of ideas for augment and enhancement regulations...
(most metamagic can be converted into regulation, as well as most conditions)

As well as utility
(teleport, flight, slow fall, resistance, "phasing", freezing, melting, magnetism)


but the actual craft and attack regulations I've got few ideas
Ray
Cone
Line
Grasp
"Fireball"
Wall
Hand spells (forceful, interposing, crushing, grasping)
Tentacle
Create Weapons
Create Armor
errr

What else is there?

Spells that impede movements, body control at later levels, raising dead creatures as well as inanimate objects, etc.

Orzel
2010-08-27, 07:55 PM
My other issue is how to separate regulations
Should there be actual regulation levels?
Should each regulation have it's own level?
Should all regulations be the same level (essential no level)?

I'm now slightly leaning to the third option (away from the second which I'm currently using).

Meirnon
2010-08-27, 08:19 PM
My other issue is how to separate regulations
Should there be actual regulation levels?
Should each regulation have it's own level?
Should all regulations be the same level (essential no level)?

I'm now slightly leaning to the third option (away from the second which I'm currently using).

I personally feel that, yes, they should have a "level", but not in the sense spells would. The level a Regulation might be just how many committed foci are needed to use it. Thus, nearly every regulation would start out as a simple, weak 1st level regulation and build from there. The higher level the Regulator, the larger & faster they can build that regulation into higher level regulations. :smallconfused:

Orzel
2010-08-27, 08:45 PM
How would that work?

For example, I want a Dim Door like regulation (turn into fire and appear somewhere else). But DD at level one is broken.

Should I make 9 level of regulation and make it level 4?
Or make them individual and make it just available to 8th level Dynamos?

Meirnon
2010-08-27, 11:58 PM
How would that work?

For example, I want a Dim Door like regulation (turn into fire and appear somewhere else). But DD at level one is broken.

Should I make 9 level of regulation and make it level 4?
Or make them individual and make it just available to 8th level Dynamos?

Well, let's look at how a Dim Door regulation would work. Say it's level 4 regulation, then? It'd require 4 committed foci, and say, 2 or 3 readied foci to execute. So, say a 7th level Dynamo is getting ready to use it.

1st round: Convert 3 Open to 3 Readied with a Move Action.
Use a Standard Action to use a level 3 Sustained Fire Regulation.
(End Round at: 0 readied, 3 committed)

2nd round: Convert 3 Open to 3 Readied with a Move Action.
Uses 1 Readied to sustain the 3rd level Sustained Fire Regulation with a Free Action.
Uses 1 Readied to use a 1st level Release Fire Regulation with a Standard Action.
(End Round at: 2 readied, 4 committed)

3rd round: Convert 2 Open to 2 Readied with a move action (reaching the maximum readied count for a Dynamo of his level, 4 readied foci).
Use a standard action on Dim Door, using 2 readied foci, and releasing the committed Foci.
(End Round at: 2 readied, 0 committed, 6 foci converted to open)

Thus, a Dim Door regulation would take a fair amount of time to set up for someone initially able to use it, and it would be a "release" regulation as you're enacting a single-use effect.

In roleplaying terms, how I can see it...

A Dynamo conjures a wall of fire between him and his enemies in the initial round. The second round, he sustains the firewall, committing another readied as a free action, and then releases a quick bolt of fire to an enemy Bugbear attempting to attack him, slaying the beast. The third round, being swarmed by Bugbears who passed through the Fire Wall, he uses a Dim Door to teleport to safety, leaving the bugbears a good ways behind.

Now, this brings up 2 issues.
1) The maximum number of committed foci sustainable. Maybe if we're gonna go this way, the maximum amount of committed foci sustainable at a single time might be the Dynamo/Maestro level, etc.
2) Chain-specific actions? Maybe higher level Regulations will chain off of certain regulations. Say you have Dim Door, but you're a higher level Regulator. So, say, at 13th level, you have the 7th level Regulation "Nova Door", which, when you use Dim Door, you are able to use Nova Door the next round, which would release a burst of fire as the Regulation's foci is released. Re-reading this made it sound stupid. Maybe change the #2 to the types of actions that can be made with regards to Foci. From what I seem to have fiatted like the jerk I am...

Initiated: These actions convert a Readied Foci into an Open Foci with a single, unsustained effect.

Sustained: These actions commit Foci. A number of Readied Foci are used to initiate the action, with the result being an equal number of Committed Foci. They cost 1 Committed Foci per round to sustain. If the number of Committed Foci exceed the maximum Committed Foci the Regulator can Commit, the effect is relinquished with the Committed Foci being converted to Open without a Release effect (unless otherwise stated).

Release: These actions release a certain amount of Committed Foci equal to the Regulation level, converting them into Open Foci to create an unsustained effect. Useful for finishing off a Sustained ability.


What I like about this concept is that it would require a strategical mind that is able to make analysis with the battlefield. I am rather infatuated with the idea of a 20 level base class so I can add them to my campaign.

IcarusWings
2010-08-28, 02:49 AM
My main issue now is creating regulations. There are a lot of ideas for augment and enhancement regulations...
(most metamagic can be converted into regulation, as well as most conditions)

As well as utility
(teleport, flight, slow fall, resistance, "phasing", freezing, melting, magnetism)


but the actual craft and attack regulations I've got few ideas
Ray
Cone
Line
Grasp
"Fireball"
Wall
Hand spells (forceful, interposing, crushing, grasping)
Tentacle
Create Weapons
Create Armor
errr

What else is there?

Clones made of your foci (e.g. Gaara's sand clones) or just golems which you can augment with armour spikes etc.


Well, let's look at how a Dim Door regulation would work. Say it's level 4 regulation, then? It'd require 4 committed foci, and say, 2 or 3 readied foci to execute. So, say a 7th level Dynamo is getting ready to use it.

1st round: Convert 3 Open to 3 Readied with a Move Action.
Use a Standard Action to use a level 3 Sustained Fire Regulation.
(End Round at: 0 readied, 3 committed)

2nd round: Convert 3 Open to 3 Readied with a Move Action.
Uses 1 Readied to sustain the 3rd level Sustained Fire Regulation with a Free Action.
Uses 1 Readied to use a 1st level Release Fire Regulation with a Standard Action.
(End Round at: 2 readied, 4 committed)

3rd round: Convert 2 Open to 2 Readied with a move action (reaching the maximum readied count for a Dynamo of his level, 4 readied foci).
Use a standard action on Dim Door, using 2 readied foci, and releasing the committed Foci.
(End Round at: 2 readied, 0 committed, 6 foci converted to open)

Thus, a Dim Door regulation would take a fair amount of time to set up for someone initially able to use it, and it would be a "release" regulation as you're enacting a single-use effect.

In roleplaying terms, how I can see it...

A Dynamo conjures a wall of fire between him and his enemies in the initial round. The second round, he sustains the firewall, committing another readied as a free action, and then releases a quick bolt of fire to an enemy Bugbear attempting to attack him, slaying the beast. The third round, being swarmed by Bugbears who passed through the Fire Wall, he uses a Dim Door to teleport to safety, leaving the bugbears a good ways behind.

Now, this brings up 2 issues.
1) The maximum number of committed foci sustainable. Maybe if we're gonna go this way, the maximum amount of committed foci sustainable at a single time might be the Dynamo/Maestro level, etc.
2) Chain-specific actions? Maybe higher level Regulations will chain off of certain regulations. Say you have Dim Door, but you're a higher level Regulator. So, say, at 13th level, you have the 7th level Regulation "Nova Door", which, when you use Dim Door, you are able to use Nova Door the next round, which would release a burst of fire as the Regulation's foci is released. Re-reading this made it sound stupid. Maybe change the #2 to the types of actions that can be made with regards to Foci. From what I seem to have fiatted like the jerk I am...

Initiated: These actions convert a Readied Foci into an Open Foci with a single, unsustained effect.

Sustained: These actions commit Foci. A number of Readied Foci are used to initiate the action, with the result being an equal number of Committed Foci. They cost 1 Committed Foci per round to sustain. If the number of Committed Foci exceed the maximum Committed Foci the Regulator can Commit, the effect is relinquished with the Committed Foci being converted to Open without a Release effect (unless otherwise stated).

Release: These actions release a certain amount of Committed Foci equal to the Regulation level, converting them into Open Foci to create an unsustained effect. Useful for finishing off a Sustained ability.


What I like about this concept is that it would require a strategical mind that is able to make analysis with the battlefield. I am rather infatuated with the idea of a 20 level base class so I can add them to my campaign.

That makes sense as a way to limit it. I agree with this rather than levels.

Orzel
2010-08-28, 06:10 AM
So the new version is


A Dynamo can only control a number of open focus points equal to 5 + his Constitution modifier.

A Dynamo normally has a number of readied focus points equal to his Constitution modifier (minimum 1). Once per round as a free action, a Dynamo can increase his number of readied focus points with a successful Concentration check (DC 5 +5 for every extra focus you will have above normal). This lasts until for one round and the Dynamo may take 10 on the check even if threatened or distracted,. If this check fails and the Dynamo has ready points over his limit, those ready points convert to open.

A Dynamo can only control a number of committed focus points equal to his Dynamo level.

As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1).

So a 2nd level Dynamo with 16 Con and 14 Cha can have:
up to 8 open points
up to 3 readied points (with max Concentration, taking 10, allows 6)
up to 2 committed points


So I guess I must convert all the metaregulations

Dynamo MetaRegulations

Empowering
Cost: 2 Open
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of your regulations are increased by one-half.

Heightening
Cost:X Open
Result: Committed
Sustain: X Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
The saving throw DCs of regulation increase by 2 for each open point sustained.

Maximizing
Cost: 3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of you regulations are maximized.

Quickening
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You may perform your regulations as quick actions. You are still only allowed one quick action per round.

Broadening
Cost:3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Any numeric measurements of the regulation’s area increase by 100%

Chaining
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When your regulation strike a target, it can strike others. After the primary target is struck, the regulation can arc to a number of secondary targets equal to your regulator level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Opportunity Strike
Cost:3 Open
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When you make an attack of opportunity, you can use any regulation you know with a range of touch, if you have at least one hand free.

Splitting Strike
Cost:1 Open
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Rays created by your regulations split. The split ray affects any two targets that are both within the regulation’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Twinning
Cost:6 Open
Result: Committed
Sustain: 6 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You regulations happen twice. You regulations to take effect twice on the area or target, as if you were simultaneously created the regulation two times on the same location or target. Any variables in the regulation (such as number of targets, and so on) are the same for both of the resulting regulations. The target experiences all the effects of both regulations individually and receives a saving throw (if applicable) for each.


Delaying
Cost:1 Open
Result: Committed
Sustain:1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Your regulation may be delayed up to 5 rounds.

Enlarging
Cost:2 Open
Result: Committed
Sustain:2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
The range of your regulations double

No Condition
Cost:4 Open
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You can create an regulation when you are dazed, confused, nauseated, or stunned.

IcarusWings
2010-08-28, 07:31 PM
So the new version is

A Dynamo can only control a number of open focus points equal to 5 + his Constitution modifier.

A Dynamo normally has a number of readied focus points equal to his Constitution modifier (minimum 1). Once per round as a free action, a Dynamo can increase his number of readied focus points with a successful Concentration check (DC 5 +5 for every extra focus you will have above normal). This lasts until for one round and the Dynamo may take 10 on the check even if threatened or distracted,. If this check fails and the Dynamo has ready points over his limit, those ready points convert to open.

A Dynamo can only control a number of committed focus points equal to his Dynamo level.

As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1).

So a 2nd level Dynamo with 16 Con and 14 Cha can have:
up to 8 open points
up to 3 readied points (with max Concentration, taking 10, allows 6)
up to 2 committed points



I honestly don't think you need to limit the varying amounts of focus points. Just have it as the regulator has 5 + con modifier focus points which all start as open and then you change it.

Meirnon
2010-08-28, 09:26 PM
I honestly don't think you need to limit the varying amounts of focus points. Just have it as the regulator has 5 + con modifier focus points which all start as open and then you change it.

I disagree with limited open points... instead I recommend that unlimited open points are allowed where there's a foci. Instead, a maximum number of conversions per round from Open to Readied should be put.

A limit on Readied Foci is good. It means someone can't stock up over 4 rounds.

A limit on the Committed Foci is good, as it means sustained Regulations have a time-limit and there's a max Regulation level you can use.

I also propose the most basic Sustained Regulation, used only for building up Committed Foci, which would be...

Focus
Level/Type: 1/Sustained
Cost: 1 Readied
Range: Personal
Discipline: Universal
Effect: Focusing one's control over the focus points around himself, the Regulator is able to charge up Readied actions. In addition to the normal conversion necessary to sustain this Regulation, the Regulator may choose to convert extra Readied Foci into Committed Foci. He may only commit up to 3 extra Foci per round in this way. Many Regulators use this Regulation in order to unleash a more power Regulation soon after.

Orzel
2010-08-29, 07:06 PM
I honestly don't think you need to limit the varying amounts of focus points. Just have it as the regulator has 5 + con modifier focus points which all start as open and then you change it.

Then how exactly should I limit access to regulation with strong effect to low level characters

Meirnon
2010-08-29, 07:09 PM
Then how exactly should I limit access to regulation with strong effect to low level characters

Require them to have a high amount of committed Foci to be "cast". A 9th level Regulation would need 9 committed foci to expend and convert.

You limit the number of committed Foci a character can have based on his level.

Orzel
2010-08-29, 07:30 PM
If I made a regulation like that mimic Interposing Hand, would it require 9 committed (the earliest caster level) or 5 committed (the spell level)?

Meirnon
2010-08-29, 07:51 PM
If I made a regulation like that mimic Interposing Hand, would it require 9 committed (the earliest caster level) or 5 committed (the spell level)?

5, like the spell level

So... if I could bring another example, let's consider a 3 round regulation chain?

Here's Ormaz, an 8th level Dynamo. He has a maximum conversion of Open to Readied of 4 per move action (1/2 his Regulator Level). He can hold a maximum of 8 Readied at any one time (5 + 3 constitution modifier). He can sustain up to 8 Committed Foci at any one time (because he is a level 8). The highest level Regulation he knows is 4th level.

He starts his 1st round by using a move action to convert 4 Open Foci from the torch he's carrying into 4 Readied. He then spends a standard action to use the Focus regulation, spending 3 Readied Foci on it. He now has 1 Readied and 3 Committed.

Second round, he converts 4 Open Foci into 4 Readied. He sustains his Focus regulation, spending 1 Readied Foci (bringing his total Committed to 4), and using the a standard action to unleash a Burning Bolt (think magic missile) regulation at his enemies, spending 1 Readied Foci and 1 Committed Foci to cast it. He now has 3 Readied Foci and 4 Committed.

Third round, he converts 4 Open Foci into 4 Readied. He sustains his Focus Regulation, spending 1 Readied Foci (and bringing his total Committed to 5), and decides to spend 3 more Readied Foci as per the Focus Regulation's description to bring his Committed total up to 8, the max he can hold. He then uses his standard action to spend 1 Readied Foci and 3 Committed Foci to use a Fireburst Regulation (think Fireball), which is level 3. This brings him down to 2 Readied and 5 Committed. He decides to use a Quickened Fireburst, spending 1 Readied and his last 5 Committed (as it would be a level 5 Regulation with Quickened). This brings him down to 1 Readied and no Committed.

It's a bit hard to read, but if you were working with papers, you'd have everything kept track of.

Orzel
2010-08-29, 08:17 PM
Now I see what you talking about.
It's too confusing.
I understand it, but your method has too much of a learning curve.
There's too many ways to screw up.

With unlimited open points, you can't make regulations that converted open to readied/committed very powerful because you have unlimited amounts of it. Combine that with your idea or focus disappearing after use, it would hard to follow.

I'd prefer the number of total focus points to remain pretty static with a couple abilities that can temporarily increase it.

But committed focus limited by level, I like.

IcarusWings
2010-08-30, 02:59 AM
I still think that there should be a single limit on total focus points overall, rather than one limit per focus type, and there definitely should be one for open points. I don't know how to limit high level regulations for this, but I just prefer it.

The problem with limiting them by making them cost more committed points is that part of the beauty of the system is that not everything costs committed points. Think fireball or magic missile, it wouldn't make sense fluff-wise to have them cost committed, they would likely cost either open or readied, and turn into open.

In fact, committed points should only really be used as a cost if you're demolishing or altering a construct or some similar sustained effect. Or sustaining something.

Orzel
2010-08-30, 05:49 AM
Yeah I think, I'm going back to the original because it works better fluffwise and is less bookkeeping.


A Dynamo can only control a number of focus points equal to 5 + his Constitution modifier. They can be either open, readied, or committed. As a move action, a dynamo can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1).

Fluffwise

Open-> Readied: These are the "throw up" actions Quick, raw, and unfocused. Cone Blasts, slow fall, emergency shields, teleportation, flight...
Open-> Committed: These are the "metamagic" like actions.
Readied-> Committed: Bread and Butter attacks and construction
Committed-> Readied: Altering a construct
Committed-> Open: Demolishing a construct

IcarusWings
2010-08-30, 06:22 AM
Yeah I think, I'm going back to the original because it works better fluffwise and is less bookkeeping.



Fluffwise

Open-> Readied: These are the "throw up" actions Quick, raw, and unfocused. Cone Blasts, slow fall, emergency shields, teleportation, flight...
Open-> Committed: These are the "metamagic" like actions.
Readied-> Committed: Bread and Butter attacks and construction
Committed-> Readied: Altering a construct
Committed-> Open: Demolishing a construct

While I agree with this, I don't see how readied->committed is attacks, unless of course, like grip, they are sustained. I'd say make it Readied-> Readied but converting it to committed if you want it to sustain. I'd also say altering constructs should be committed-> committed.

Orzel
2010-08-30, 05:12 PM
The way I think of focus points in easier term is the similarities to a warrior.

Open focus is his sheathed weapons, his arrow in the quiver, and the daggers strapped to his belt.

Readied focus is the weapon currently in his hands.

Committed focus is the arrow shot into the monster's thigh, the caltrops tossed in front of him, and the dagger stuck in the tree after missing a toss.

So a dynamo firing a blast would gather her readied focus and fire it forward. Once it energy explodes, she would no longer control it, making in committed to the explosion. She could later reabsorbed the committed energy as she still owns it, converting it back to readied or open focus.

Meirnon
2010-08-30, 05:21 PM
The way I think of focus points in easier term is the similarities to a warrior.

Open focus is his sheathed weapons, his arrow in the quiver, and the daggers strapped to his belt.

Readied focus is the weapon currently in his hands.

Committed focus is the arrow shot into the monster's thigh, the caltrops tossed in front of him, and the dagger stuck in the tree after missing a toss.

So a dynamo firing a blast would gather her readied focus and fire it forward. Once it energy explodes, she would no longer control it, making in committed to the explosion. She could later reabsorbed the committed energy as she still owns it, converting it back to readied or open focus.

Ah, see, this is where I differed from you. The way I saw it was...

Open Foci are the the smith's tools and raw iron

Readied Foci are the drawn and readied blades that the smith made

Committed Foci are the blades slashing and hacking, being put to their use

So, I thought of it as the Dynamo gathering Open Foci from his surrounding area, readying it through intent, and then committing it by using it. When the onslaught was done, the blades would drop and be raw iron once again, so that once the Firewall regulation was over, the Foci stopped being committed and flowed back into their surroundings (becoming Open and craftable again).

Orzel
2010-08-30, 06:10 PM
You're thinking Pyro
I'm thinking Human Torch

IcarusWings
2010-08-30, 06:16 PM
I always thought of it as Gaara. Open Focus is how much unused sand is in his gourd, Readied is sand he's already used and is now just lying about (which you seem to view as committed) and committed is what's in his constructs such as a sand clone, shield, or shukaku ultimate defence.

Orzel
2010-08-30, 07:10 PM
I always thought of it as Gaara. Open Focus is how much unused sand is in his gourd, Readied is sand he's already used and is now just lying about (which you seem to view as committed) and committed is what's in his constructs such as a sand clone, shield, or shukaku ultimate defence.

Well to me (since Gaara is weird), the sand he's already used and is now just lying about is still readied if he's still controlling it with his chakra (since he/Shukaku is still controlling it "actively").


Intensity
Level: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 1 Committed
Regulating Time: 1 standard action
Range: Personal
Save: Fortitude negates; see text

The energy of your focus intensifies. The next time you deal damage with a regulation, the target must make a fortitude save or suffer an additional effect:

Fire
The target’s clothes or hair catch fire. He takes 1d6 points of fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.

Electricity
The target’s clothes or hair catch fire. He takes 1d4 points of electric damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d4 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire. The target suffers a -2 penalty to his saving throw due to the paralyzing effect of the electricity.

Cold
The target becomes trapped in a ice thin pillar of ice. Attempting to break free is a full-round action. A trapped creature must make a Strength check or a Escape Artist check to do so. The DC for both check is equal to 10 + 1/2 regulator level + Con modifier.

Positive or Negative
The target gain 1d2 negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your regulator level (maximum 15 hours).

Sonic
The target is deafened and confused for 2d6 rounds.

IcarusWings
2010-08-31, 04:21 AM
that's cool, but why does it say solid construction? It's not even a dynamo power! Speaking of which, will there be a dynamo energy construction? It wouldn't be solid (e.g. people can pass through it, and you can't attack it) but it would deal energy damage to nearby people and people passing through.

Orzel
2010-08-31, 05:47 AM
Tada


Energy Construction
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text
Effect:

This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, One side of the wall, hemisphere, pillar, or sphere; selected by you, sends forth waves of energy. This deals 2d4 points of damage to creatures within 10 feet and 1d4 points of damage to those past 10 feet but within 20 feet. In addition, the wall deals 2d6 points of damage +1 point of damage per regulator level (maximum +20) to any creature passing through it. The construction deals this damage when it appears and on your turn each round to all creatures in the area.

If you evoke the construction so that it appears where creatures are, each creature takes damage as if passing through it.

Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level.

Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level

Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels

Focus type
If a construction made of fire takes cold damage greater than twice the regulator's level in 1 round, it goes out. (Do not divide cold damage by 4, as normal for objects.) Constructions made of cold, positive, or negative energy have a similar reaction with different energy types (fire damage puts out a cold construction, negative damage puts out a positive construction, positive puts out negative)

IcarusWings
2010-08-31, 11:19 AM
also looking cool. For various regulation ideas, check out Avatar d20 (http://www.giantitp.com/forums/showthread.php?t=54063). It only did Earth, Air, Water and Fire (for obvious reasons) and it's a different mechanic, but the seeds should be able too give ideas for various regulations.

Orzel
2010-08-31, 06:27 PM
Signature Regulations

I figured it out. The way to prevent regulators from gaining powerful effect is by splitting them up in basic and signature. Each character is limited on how many signature regulations they know.

For example a Dynamo gets 1 per 5 levels.

Also Rate:

Energy Jets (Signature)
Class: Dynamo
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None
Effect:

Jets of raw energy shoot from your feet. The force created allows you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor, or if you carry a medium or heavy load). You can ascend at half speed and descend at double speed, and its maneuverability is good. As a experienced regulator, flight requires only as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load.

Should you be aloft when the regulation ends, you fall normally.

Solid Platform (Signature)
Class: Maestro
Cost: 3 Readied
Result: Committed
Sustain: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None
Effect:

A small platform of your focus forms at your feet. The platform allows you to fly at a speed of 60 feet (or 30 feet if you heavy armor, or if you carry a medium or heavy load). You can ascend at half speed and descend at double speed, and its maneuverability is good. As a experienced regulator, flight requires only as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than twice your maximum load.

Should you be aloft when the regulation ends, you fall normally.

Focus Leap
Class: Dynamo, Maestro
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 move action
Range: Personal
Save: None

You make a jump as part of this regulation. You get an enhancement bonus on the Jump check equal to 10 + your regulator level.

Focus Charge
Class: Dynamo, Maestro
Cost: 1 Open
Result: Readied
Sustain: None
Regulating Time: 1 swift action
Range: Personal
Save: None

When you charge, You get a +4 bonus to Strength checks to Bull Rush opponents
Using this regulation is a swift action. You cannot use this regulation when it isn’t your turn.


Regulation Transport (Signature)
Class: Dynamo, Maestro
Cost: 5 Readied
Result: Committed
Sustain: None
Regulating Time: 1 Standard action
Range: Personal
Save: Reflex Negates

You transform into a being of pure focus and instantly transport to a nearby destination, which may be as distant as 100 feet. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three regulator level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Any creature grappled you or any creature you transport must make a Reflex save or be dealt 1d6 damage of your focus.

You must able to see the destination.

Minor Energy Construct
Class: Dynamo
Cost: 4 Readied
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none

You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 15, Dex 15, Con Ø, Int Ø, Wis 11, Cha 10. Energy constructs can be given feats but only feats you know.

As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The Energy construct is instantly destroyed if the regulation ends.

Energy constructs are not summoned; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Energy Constructs deal damage similar to the focus used to create it (a fire construct deal fire damage). In addition, any attack against a construct that deals damage similar to the focus used to create it. heals 1 point of damage for every 3 points of damage it would otherwise deal.

Energy Construct(Signature)
Class: Dynamo
Cost: 5 Readied
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: Will disbelief (if interacted with)

Same as Minor Energy Clone, but the Construct can have a number of HD up to your regulator level. Regulations may originate from the construct instead of you. It gains either a swim speed, burrow speed, or fly speed of 20 feet.

Also the Construct can take the image of you or any creature you are very familiar with. It touched, a creature gets a +4 bonus to disbelief the illusion.

Minor Solid Construct
Class: Maestro
Cost: 4 Readied
Result: Committed
Sustain: 3 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none

You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 18, Dex 17, Con Ø, Int Ø, Wis 11, Cha 10. Solid constructs can be given feats but only feats you know. Solid constructs have Power attack as a bonus feat.

As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The solid construct is instantly destroyed if the regulation ends.

Solid constructs are not summoned; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Solid Constructs may deal slashing, bludgeoning, or piercing damage.

B]Solid Construct (Signature)[/B]
Class: Maestro
Cost: 5 Readied
Result: Committed
Sustain: 4 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: Will disbelief (if interacted with)

Same as Minor Solid Clone, but the Construct can have a number of HD up to your regulator level. Regulations may originate from the construct instead of you. It gains either a swim speed, burrow speed, or fly speed of 20 feet.

Also the construct can take the image of you or any creature you are very familiar with. It touched, a creature gets a +4 bonus to disbelief the illusion.