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  1. - Top - End - #1
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    Default The Energy Project(3.5)

    Alright, first some background
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    When I was younger(about 2-3 years ago) I began to develop a sort of mind game. It involved people with superpower-like abilities, and it was...well, imagine watching TV, but with total control. That's what it's like. After a while, these powers went along a common theme. "Energy" was used to power attacks, super-strength, super-speed and the like, along with healing and regeneration. After my introduction to DnD, I made several attempts to make stats for this. The first, known as the "Aura" system, was never really hammered out well. The second one lost steam quickly and died. The problem with both of these, I know think, is that they were isolated, and done entirely by one person: me.

    Therefore, I have come here. This system, I'll call it the "Energy System" for now, should be a fairly versatile system, able to incorporate existing material and allow for new additions, sort of like the psionics system. It should allow for Energy-based powers and abilities, like flight, breathing in an inhospitable environment, going without food/water, healing, regeneration and even resurrection.


    Hopefully, this will be the start of a long project that will end up with a balanced system with classes, feats, (maybe) skills, monsters and a system of Energy itself.

    Well then, let's get started.

    Work done so far(write up):

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    Upon gaining your first level in an Channeling class, you choose one of your six ability scores(Str, Dex, Con, Int, Wis, Cha) as your primary Channeling stat. Then choose two others to be your secondaries. The remaining three become your tertiaries. You gain Pool points equal to [Channeler level x primary stat mod + your Channeler level + your secondary stat mods]. So a level 1 Channeler with a primary of 16, secondaries of 14 and 13 would gain [1*3+1+(1+2)=7] points. You always gain at least your new level in Pool points upon reaching a new level.

    Each of the six ability scores has two Streams associated with it.
    Strength: Offensive, Physical
    Dexterity: 'Tactical', Physical
    Constitution: Defensive, Physical
    Wisdom: Defensive, Mental
    Inteligence: 'Tactical', Mental
    Charisma: Offensive, Mental
    List by Ferrin

    Each Stream has a number of Powers in it, for example the Defensive Stream has powers that may enhance AC, give Damage Reduction and the like.

    Ferrin continues to produce ideas:(write up by me)
    At each level of a Channeling class, you gain a number of Research Points to spend to gain more Powers Known. Primary powers cost 3 RPs, Intermediates 2 and Tertiaries 1.
    Ferrin:
    Prime Power Flow Cost: 2 per power level.
    Intermediate Power Flow Cost: 3 per power level.
    Tertiary Power Flow Cost: 4 per power level.

    Backflow: 1 per power level.

    Backflow can be regained as a move action, requiring a DC 20 Concentration check to recover [Channeler level+Primary stat mod] Backflow. At any time, you can meditate for 1 minute to recover as much of your backflow as you wish.


    Powers
    Last edited by PersonMan; 2010-06-17 at 04:13 PM.
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    Default Re: The Energy Project(3.5)

    Ok, because PersonMan didn't mention this, the reason it's back now is because he, Temotei221, and I were yakking in another thread or two about lots of stuff, and this came up. The concept was tossed out there that we could tag-team into a powerhouse of awesome idea-making, and thus, here we are.

    Now, uh, PersonMan, what do you have, if anything, to start with?

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    Default Re: The Energy Project(3.5)

    Yeah.

    At this point? Not really, but I was thinking that it should be a point-bases system, based on several core disciplines.
    Red: Offensive, damage-dealing.
    Blue: Defensive, healing.
    Grey: Neutralizing of other disciplines.

    There are others, but for now those are the base ones.
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    Default Re: The Energy Project(3.5)

    Hmm. Point based is a possibility. Let's keep that one out there. Other options? I like having choices, since between the three of us, we could come up with some damn creative stuff I'd bet.

    I've been considering taking the general idea of the "discs" from my Extinguisher and broadening it into a larger system (was thinking about doing that for the new Base Class Contest). Perhaps an object-based system might be a possibility?

    Or, hey, what about a "barter" system? Not sure what I mean, but I have this half-formed idea I'm trying to put down... something involving trading points around, so you have X total points to throw around and each time you use some you get some of another type back, it'd be like an energy flow almost.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: The Energy Project(3.5)

    Right, point based. So, how many points do you think per level? Maybe do it per encounter? Just throwing out suggestions.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    Or, hey, what about a "barter" system? Not sure what I mean, but I have this half-formed idea I'm trying to put down... something involving trading points around, so you have X total points to throw around and each time you use some you get some of another type back, it'd be like an energy flow almost.
    This. It fits with the flavor of several classes I'm planning on making for this, and makes sense. For example, the Red/Blue/Grey Energy Adept base classes.

    REA: Gives mostly Red points, small number of Blue ones.
    BEA: Gives mostly Blue points, small number of Red ones.
    GEA: Gives 1/2 Grey points, 1/4 Blue, 1/4 Red.

    EDIT: Exactly. This is where I hit a block before. I'm thinking that it should be enough that, at later levels you should be able to go a while before exhausting yourself, or use several powerful things a smaller number of times...Augmenting weaker abilities like with psionics, "charging" your attacks...
    Last edited by PersonMan; 2010-05-28 at 12:50 AM.
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    Default Re: The Energy Project(3.5)

    You could do something similar to Incarnum. Give them a certain number of abilities per level/stat bonus/whatever, and then a certain amount of "energy" to spread between them. Only the abilities with "energy" invested in them are functional. Each ability can only have so much "energy" invested in it, increasing with levels/feats.

    You can limit the number of times per day/hour/round/whatever that the "energy" can be redistributed.

    (this is actually something I briefly sketched out shortly after reading MoI)
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by Melayl View Post
    You could do something similar to Incarnum. Give them a certain number of abilities per level/stat bonus/whatever, and then a certain amount of "energy" to spread between them. Only the abilities with "energy" invested in them are functional. Each ability can only have so much "energy" invested in it, increasing with levels/feats.

    You can limit the number of times per day/hour/round/whatever that the "energy" can be redistributed.

    (this is actually something I briefly sketched out shortly after reading MoI)
    I see. Maybe spread it out per stat?

    Strength: Per X energy, Strength is effectively Y points higher, for Z amount of time before re-investment is needed.
    Dexterity: Per X energy,[like strength, maybe add Evasion and the like for high costs/with feats?]
    Healing: For X energy you heal Y(+level?) damage?

    EDIT: Maybe a new stat specifically to measure the amount of Energy you have? Or should we base it off of something different(depending on your discipline?)?
    Last edited by PersonMan; 2010-05-28 at 12:58 AM.
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    Or, hey, what about a "barter" system? Not sure what I mean, but I have this half-formed idea I'm trying to put down... something involving trading points around, so you have X total points to throw around and each time you use some you get some of another type back, it'd be like an energy flow almost.
    Sort of like the edgewalker (I think that's the one.) in the last contest that traded light and shadow points around? Interesting.

    Red aspects: Anger, rage, mania, offense, fire
    Blue aspects: Sad, dementia, defense, healing, cold
    Grey aspects: Mellow, balance, void, dead, motionless, dying

    "Red adepts" could use their "energy" to fire up emotions in themselves, causing both internal and external improvements.
    Last edited by Temotei; 2010-05-28 at 01:01 AM.
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    Default Re: The Energy Project(3.5)

    You can do something like that. I had things like:

    * Blast: for each point you invest, gain1d(6,8, etc) damage blast of (some type of element)

    * Resistant: for each point, gain X DR/-

    * Flight: for each point, gain Fly speed X

    *Fast Healing: 1:1 ratio for X rounds (Con mod or level or such)

    Etc, etc.
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    Default Re: The Energy Project(3.5)

    Also, another thing that I've used now and then is the burning of "life force" to gain a huge short-term power boost. Maybe a sort of mechanic where you can irreversibly drain a point or two of some stat to gain [points burned]*[X+level] points?

    @^Exactly what I was thinking. However, the hard part is figuring out the X and Y values.
    Last edited by PersonMan; 2010-05-28 at 01:02 AM.
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    Default Re: The Energy Project(3.5)

    Ok, the idea of the "flow" as I'm going to call it seems to have caught on.

    I've got an idea I'm working on, give me a few.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by PersonMan View Post
    Also, another thing that I've used now and then is the burning of "life force" to gain a huge short-term power boost. Maybe a sort of mechanic where you can irreversibly drain a point or two of some stat to gain [points burned]*[X+level] points?
    Yeah, and maybe say you can get back that drain by spending double what you gained? Or less, I suppose.

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    Default Re: The Energy Project(3.5)

    This is the Flow System, and even if it's not used here, I AM SO STEALING IT, cause I like it.

    You have a unique "ability score" almost, called Flow. Flow is determined by your level in Flow granting classes multiplied by your Flow Stat (depends on your specialty, red could be charisma, blue could be intelligence, I dunno, you get the idea, there'd be six total specialties obviously). When you choose your specialty (happens the first time you gain Flow points, so when you take your first level in Flow-granting classes or whatever), you also choose two secondary specialties, the three remaining ones becoming your tertiaries. You can spend Flow to generate special effects on a 1:1 basis with your primary, a 3:1 basis with your secondaries, and a 5:1 basis with your tertiaries. Further, you can combine costs, so you could spend 5 Flow on a Primary Effect AND add another 6 in there for Secondary Effects.

    Now, obviously, the concept would have to be CRAZY balanced to make all the effects work together, but I think it's got some serious promise. Thoughts?

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by volthawk View Post
    Yeah, and maybe say you can get back that drain by spending double what you gained? Or less, I suppose.
    Or, maybe some super-expensive/rare items/artifacts to heal the drain? Maybe only healed by a Blue-specialist with a specific prestige class that can pour days' worth of energy into it? The thing is, I want this to be really permanent, like permanent-permanent. Not kinda-sorta-maybe not-permanent, but like "We need to win! HEROIC SACRIFICEEEEE!" kinda thing.

    Also, there could also be an energy-draining mechanic. Maybe a feat to allow willing drain(or a few points from non-sentient creatures?) and a (Red?) prestige class to allow vampire-like Energy draining?

    @^THE PLUSSES. THEY ARE YOURS. Ahem. Yes. Maybe...
    Red=Strength
    Blue=Constitution(taking hits, healing...)
    Darkness=Dexterity(dodging, hiding, SA...)
    Grey=Intelligence(finding weaknesses in Energy?)
    ?=Wisdom
    White=Charisma(sort of an extreme version of Red, maybe only prc-able?)

    EDIT2: I swear, you guys are going to make me have an all-nighter. I hope you're satisfied!
    Last edited by PersonMan; 2010-05-28 at 01:10 AM.
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    This is the Flow System, and even if it's not used here, I AM SO STEALING IT, cause I like it.

    You have a unique "ability score" almost, called Flow. Flow is determined by your level in Flow granting classes multiplied by your Flow Stat (depends on your specialty, red could be charisma, blue could be intelligence, I dunno, you get the idea, there'd be six total specialties obviously). When you choose your specialty (happens the first time you gain Flow points, so when you take your first level in Flow-granting classes or whatever), you also choose two secondary specialties, the three remaining ones becoming your tertiaries. You can spend Flow to generate special effects on a 1:1 basis with your primary, a 3:1 basis with your secondaries, and a 5:1 basis with your tertiaries. Further, you can combine costs, so you could spend 5 Flow on a Primary Effect AND add another 6 in there for Secondary Effects.

    Now, obviously, the concept would have to be CRAZY balanced to make all the effects work together, but I think it's got some serious promise. Thoughts?
    Sounds cool.

    Maybe:

    Strength: Physical Attacks/Enhancements (like Bulls Strength, for example)
    Dexterity: Stealth
    Constitution: Healing, revival (?)
    Intelligence: Divination
    Wisdom: Mental Buffs
    Charisma: Offensive magical abilities (eg, something like Fireball)

    Just a quick idea.

    Anyways, I can stay for an hour, I think.
    Last edited by Volthawk; 2010-05-28 at 01:10 AM.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by volthawk View Post
    Strength: Physical Attacks/Enhancements (like Bulls Strength, for example)
    Dexterity: Stealth
    Constitution: Healing, revival (?)
    Intelligence: Divination
    Wisdom: Mental Buffs
    Charisma: Offensive magical abilities (eg, something like Fireball)
    I know. We attach 'suites' of techniques to each stat, and...sort of like descriptors. Each 'suite'(say, fire) has an attribute tag, and each energy class can access several suites?
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by volthawk View Post
    Strength: Physical Attacks/Enhancements (like Bulls Strength, for example)
    Dexterity: Stealth
    Constitution: Healing, revival (?)
    Intelligence: Divination
    Wisdom: Mental Buffs
    Charisma: Offensive magical abilities (eg, something like Fireball)
    To tack on the color scheme, I would probably roll with them in the following order: Green, Blue, Gold, Grey, Yellow, Red. This would just be a cosmetic sorta thing, obviously, but would be an excellent way of determining what you were doing at any given time.

    Also, I probably need to sleep sometime soon. Might want to wrap this for the night or some such.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    To tack on the color scheme, I would probably roll with them in the following order: Green, Blue, Gold, Grey, Yellow, Red. This would just be a cosmetic sorta thing, obviously, but would be an excellent way of determining what you were doing at any given time.

    Also, I probably need to sleep sometime soon. Might want to wrap this for the night or some such.
    I was thinking there'd be a small number of bases, which you could "mix" to get into other specialties, like the color wheel.

    Maybe:
    Strength: Red?
    Constitution: Blue and Red, maybe? "Two sides of the same coin"?
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by PersonMan View Post
    I was thinking there'd be a small number of bases, which you could "mix" to get into other specialties, like the color wheel.

    Maybe:
    Strength: Red?
    Constitution: Blue and Red, maybe? "Two sides of the same coin"?
    Maybe get more colours as you level up?

    This could work, as you have to have certain colours to get hold of the other colours...

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by PersonMan View Post
    I know. We attach 'suites' of techniques to each stat, and...sort of like descriptors. Each 'suite'(say, fire) has an attribute tag, and each energy class can access several suites?
    This is a good idea. I'll try to find my old notes and see what else they had.

    Also, I probably need to sleep sometime soon. Might want to wrap this for the night or some such.
    This is also a good idea...
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    Default Re: The Energy Project(3.5)

    I can see that. For the Flow system as currently envisioned, we do need six base colors though. Let's roll with Red, Yellow, Blue, Grey, White, and Black (the most basic of the six colors I can think of, though Grey needs to change to something else I think).

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    Default Re: The Energy Project(3.5)

    How about, for example:
    White(Str, Con, Wis):Pre-requisites Red, ?
    Suites: Offensive, Fire, Ability Burn, Backlash(?)

    I'm thinking White should be a sort of superpowered fire. Think hellfire/Searing Spell.
    Maybe some othes? Pink super-vibrant life(maybe like the +Energy plane?), Green a mix of Blue and Red?

    I think we should define the colors before going further into the system behind them.

    EDIT: Perhaps Gray is like the "universal" suite? Where all colors dip into to get counter-techniques, and some specialists? Maybe you can attatch it to any non-Flow stat?
    Last edited by PersonMan; 2010-05-28 at 01:21 AM.
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    Default Re: The Energy Project(3.5)

    It's morning for me...

    Anyway, maybe get access to other colours as you level?

    Like:

    1:Primary
    4:Secondary 1
    7:Secondary 2
    10:Tertiary 1
    13:Tertiary 2
    16:Tertiary 3

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by volthawk View Post
    1:Primary
    4:Secondary 1
    7:Secondary 2
    10:Tertiary 1
    13:Tertiary 2
    16:Tertiary 3
    Maybe
    1: 1st Primary
    3: 1st Secondary
    5: 1st Tertiary
    7: 2nd Secondary
    9: 2nd Tertiary
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    Default Re: The Energy Project(3.5)

    Eh, I actually am adverse to tying this to colors before we have a mechanical system to make it all run. We can change the stuff on the outside till we're blue in the face (lolpun) but changing the system later is always a bitch.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    Eh, I actually am adverse to tying this to colors before we have a mechanical system to make it all run. We can change the stuff on the outside till we're blue in the face (lolpun) but changing the system later is always a bitch.
    I see. Alright, then. Let's leave the colors for later. For now, how about some basics.

    System: Points, probably stat-based. Primary+Secondary+Tertiary all have seperate pools. Universal pool to use all points in.

    Sound good?
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    Eh, I actually am adverse to tying this to colors before we have a mechanical system to make it all run. We can change the stuff on the outside till we're blue in the face (lolpun) but changing the system later is always a bitch.
    Agreed. We should always have the colors and how they'll relate to the mechanics in the background, however.
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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by arguskos View Post
    Eh, I actually am adverse to tying this to colors before we have a mechanical system to make it all run. We can change the stuff on the outside till we're blue in the face (lolpun) but changing the system later is always a bitch.
    So, point formula?

    Maybe level+2*STAT MOD? With STAT MOD being your primary?
    Last edited by Volthawk; 2010-05-28 at 01:26 AM.

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    Default Re: The Energy Project(3.5)

    Quote Originally Posted by volthawk View Post
    So, point formula?

    Maybe level+2*STAT MOD? With STAT MOD being your primary?
    Cool. How about something like:

    Manipulator Level(like Caster Level)*STAT MOD+X(from class) in primary.
    3/4 Manipulator Level*STAT MOD+(X-1) in secondary
    1/2 Manipulator Level*STAT MOD+(X-3?) in tertiary?
    Not Person_Man, don't thank me for things he did.

    Old-to-New table converter. Also not made by me.

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