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Powers and Characters Posting format

Posted: Mon Feb 27, 2006 10:25 pm
by NMI
AJ Pickett wrote:Hey there folks, as many of you know, I have been creating an online archive of all the new powers being created and posted in the New Powers thread (and elsewhere).
To make my job of editing the powers for typos, errors and other stuff easier, I thought I'd post a guide to the correct Format that Palladium uses to list their powers.

First, here's an example..
Alter Physical Structure: Cryptic Being
-By themonkeygotdough ( comebackdude@yahoo.com)-
"The world is full of mysteries...you're one of them!"
The character is capable of transforming into a being of mysterious power. He looks very similar to his normal form, only darker, with a ghostlike quality. In his Cryptic form, the character has the power to perform acts of illusion, mesmerism and cause other strange things to happen.
1. Minor Optical Illusions:
The character can create minor optical illusions within a limited area.
Range: 100 feet (30.4 m).
Damage: None.
Duration: Concentration.
Attacks per Melee: One.
Note: This power works only if the illusions are small objects, no larger than 1 foot per level of experience.
2. Intangible:
The character is able to become intangible for a limited time. After those few moments, the character resumes solid form.
Range: Self.
Duration: One melee action per point of M.E.
Note: If the Character must resume tangible form due to reaching his time limit while still inside a solid object, he will be forcibly expelled toward the nearest open space, taking 1D4 points of damage per 2 feet of distance through solid material. All the usual restriction involving intangibility also apply.
3. Teleportation:
The character can teleport small objects, without the need to make physical contact with them (he can perform the act at will).
Range: 300 feet (90 m).
Duration: Instant.
Attacks per Melee: One.
Note: In order for this power to work, people must not notice the teleportation. The character can only teleport objects depending on how and where it could be done without anyone directly observing it happening.
For example, he must be near a river full of fish and be near a town, and remain unobserved as he teleports fish, if he wishes to make fish rain on a town.

4. Generate Cryptic Effect:
The character can generate a mysterious force that can cause strange things to happen. This will not create any dangerous or highly destructive effects (no choking mists, raining acid, etc.).
The player rolls 1D100 to get the following effects.
01-50: Minor Effects: Can cause an unusual smell, odd noises, strange behavior by insects, etc.
50-70: Strange/Bizzare Effects: Can cause shadows to move, lights to flicker, doors to open or shut, cats to hiss and dogs to bark, etc.
71-80: Major Effects: Can cause flames to burn odd colors, cows to stampede, computers to freeze, weapons to jam, etc.
81-95: Amazing Effects: Can cause vehicles to stop, metal to become hot or cold to thetouch, air to chill, mist to form, small objects to move around with a life of their own, etc.
96-100: Incredible Effects: Can cause large objects to shake, small objects to move freely, loud noises, lights in the sky, people to feel uneasy or drowsy, wind to blow, rain clouds form or rain become downpour, etc.
Limitation of Use: Once used, the character can not use the ability again for 12 hours.
5. Hover:
The character can hover (as per the minor power in P.U.1).
6. Other Abilities and Bonuses:
Add +2 to P.S. And P.E.
Add +1 to I.Q.
Double normal running speed and leaping distance.
+20 to S.D.C.


Main things people miss when posting power write ups
* Adding the metric conversion for ranges and weights.
* Writing 1d4 instead of 1D4 (pedantic, I know, my G/F is mocking me as I write this :lol: )
* Starting each Sub Power as 1. Name: space then starting the text.
* Normally the powers start with a decription, major sub powers (or the major aspect of the power), ending with progressively weaker sub powers, the last always being Other Abilities and Bonuses.

Here's a pre formatted chunk of text that you can use as a template.. just delete what you don't need, fill in the rest.

Title
-your name ( your email@hotmail.com)-
"a quote"
The descriptive text (less is more, try to edit out half of what you originally write and you will get more snappy, easy to read text, without losing what you were trying to convey).
1. First Sub Ability/Power:
Descriptive blurb.
Range: 0 feet (0 m).
Damage: 1D4.
Duration: What ever.
Attacks per Melee: One.
Note: Any information not covered by the usual Range, Damage, Saving Throw, Bonus to Strike, Penalty, Side Effects or other stats that would be listed above.
2. Another Sub Power:
Descriptive blurb.
Range: Self.
Duration: One melee action per whatever
3. Third Sub ability:
Descriptive blurb.
Range: 0 feet (0 m).
Duration: Instant.
Attacks per Melee: One.
Effects: Blah
4. Fourth Sub Power:
Descriptive blurb.
Roll in The Following Table to determine Something
01-50: Blah: Descriptive blurb and stats.
50-70: Blah: Descriptive blurb and stats.
71-80: Blah: Descriptive blurb and stats.
81-95: Blah: Descriptive blurb and stats.
96-100: Blah: Descriptive blurb and stats.
Limitation of Use: Descriptive blurb and stats.
5. Another Sub Ability with extra headings:
Descriptive Blurb.
Range: 0 feet (0 m)
Duration: 0 minutes
Damage: 1D4
Bonus to Strike: 0
Effects: Blah
Saving Throw: Standard.
Penalties: Blah
Side Effects: Blah
Note: Blah
6. Other Abilities and Bonuses:
Add +0 to I.Q., M.A., M.E., P.S., P.P., P.E. and Spd.
Add +0 to Something Else.
Double normal Something and Half Something else.
+0 to Save vs Something, Halve effects of This and That.
+0 to S.D.C. and Hit Points
Any other notes.


Enjoy!
8-)

Posted: Mon Feb 27, 2006 10:26 pm
by NMI
Mephisto wrote:I think we should have a standardized way of posting characters, so that all templates are the same. This is what I propose. Comment are welcome and if you have something to offer, please do.

Character Name

“Quote goes here”

Flavor Text

Real Name:
Aliases:
Experience Level:
Power Category:
Alignment:
Attributes:
Hit Points: , S.D.C.:
P.P.E.: , I.S.P.: , Chi:
Age: , Sex: , Height: , Weight:
Appearance:

<<Category Specific Abilities; see below for specific branches>>
Natural Abilities: <<Abilities that the character automatically has, without using a power>>
<<Major Power 1 Sub-Abilities>>
...
<<Major Power 3 Sub-Abilities>>
<<Minor Power 1 Sub-Abilities>>
...
<<Minor Power 5 Sub-Abilities>>

Education Level:
Skill Programs:
Skills:
W.P. Skills:

Combat Style:
Combat Abilities:
Combat Bonuses:
Other Bonuses:

Money:
Weapons:
Items:
Equipment:

<<Alien Stats>>
Alien Appearance:
Physiological Modifications:
Reason for Coming to Earth:
Familiarity with Earth:

Note: for Alien Mutants, use additional Mutant Branch, for Alien Psychics, use additional Psychic Branch,
for Alien Experiments use additional Experiment Branch. You get the idea. Also note that the special weapons, vehicles, and money can all be placed in the fifth and final block of stats for the character.

<<Bionic Stats>>
Bionic Budget:
Conditions for Bionic Reconstruction:
Sponsoring Organization:
Motive for Cybernetic Reconstructions:
Current Status with Sponsoring Organization:
Bionic Limbs:
Bionic Armor and Exoskeletons:
Bionic Sensors:
Bionic Weapons:

<<Experiment Stats>>
Nature of the Experiment:
Type of Experiment:
Experimental Side Effects:
Major Super Abilities:
Minor Super Abilities:
Psionic Abilities:

<<Hardware Stats>>
Hardware Specialty:

Note that everything else about the Hardware character can be put in the other blocks (education, equipment, and skills).

<<Mega Hero Stats>>
Natural Mega-Powers:
Special Mega-Powers:
Achilles' Heel:

Enchanted Weapon and Object can be put under the Items tab.

<<Mystic Study Stats>>
Spell Knowledge:
Other Magic Abilities:

<<Mystically Bestowed Stats>>
Physical Limitations:
Mystically Bestowed Spell Knowledge:

<<Mutant Stats>>
Cause of the Mutation:
Mutant Characteristics:
Major Super Abilities:
Minor Super Abilities:
Psionic Abilities:

<<Mutant Animal Stats>>
Animal Type:
Total Bio-E:
Hands:
Speech:
Bipedal:
Looks:
Animal Powers:
Animal Super Abilities:
Animal Psionics:

<<Physical Training Stats>>
Physical Training Focus:
Special Combat Abilities: Power Punch (x2 Damage, two attacks), Power Kick (x2 Damage, two attacks), Force of Will (can survive to -40 Hit Points before dying).

<<Psionic Stats>>
Physical Psionics:
Sensitive Psionics:
Healing Psionics:
Super Psionics:

<<Robotic Stats>>
Robot Type:
Sponsoring Organization:
Status with Sponsoring Organization:
Quality of the Robot:
Robot Intelligence:
Robot Budget:
Robot Body Style:
Robot Power Supply:
Robot Height and Weight:
Robot A.R. And S.D.C.:
Robot Engine and Propulsion:
Robot Arms and Hands:
Robot Locomotion:
Robot Sensors and Features:
Pilot Operated Systems:
Robot Weapons:

<<Ancient Master Stats>>
Time in Modern World:
Feign Death:
Cleansing Spirit:
Positive Energy:
Channel and Unleash Physical Energy:
Extraordinary Powers:

<<Hunter/Vigilante Stats>>
Years of Experience:

<<Secret Operative Stats>>
Sponsoring Organization:
Status with the Sponsoring Organization: