Post by crystalmancer on May 9, 2018 18:02:31 GMT -5
Sealed Slots
When it comes to powers, some heroes have something that is a part of them. An ability that is who they are, and is always active. A requirement for an ability to use this system is if it works in conjunction with the magic system. If the ability can be replicated via a spell but is of a more permanent nature, then it is a Sealed Slot Ability. When wanting your character to have such an ability, you must first understand that this will greatly hinder their ability to use magic. Two, you must have enough Spell Slots to be able to actually purchase the ability, and if this brings your Spell Slots to 0, then your character loses all ability to even cast Magic.
Although all spell effects can be replicated in a Sealed Slots system, there are a few things to consider. For one, it costs one more slot then the spell for an effect that is permanent, that is, cannot be turned on or off. This is good for some abilities, but for others, you may want to be able to turn them off for ease of life situations.
An example of a Permanent Sealed Slot would be a fighter creating an armor of chi. In an example, Chi Armor replicates the spell (2 Armor, +1 per level beyond first) and then 1 more slot to make it permanent. So a weaker Chi Armor would be 2 slots for 2 armor that stacks with any worn armor.
An example for a Toggleable Sealed Slot would be the Human Torch's flaming hands. As a level 1 effect, he can turn on or off the flames wrapped about his hands, adding 1d8 fire damage to all melee attacks done while its on, but he can turn it off. In this case, the ability costs 3 points: 1 for the spell slot used for the effect, 1 for making it into an ability, and another point for the Toggle.
Other effects can also be created that do not resemble spells, in this case, the main GMs have to decide what the effects are on a case by case basis.
When it comes to powers, some heroes have something that is a part of them. An ability that is who they are, and is always active. A requirement for an ability to use this system is if it works in conjunction with the magic system. If the ability can be replicated via a spell but is of a more permanent nature, then it is a Sealed Slot Ability. When wanting your character to have such an ability, you must first understand that this will greatly hinder their ability to use magic. Two, you must have enough Spell Slots to be able to actually purchase the ability, and if this brings your Spell Slots to 0, then your character loses all ability to even cast Magic.
Although all spell effects can be replicated in a Sealed Slots system, there are a few things to consider. For one, it costs one more slot then the spell for an effect that is permanent, that is, cannot be turned on or off. This is good for some abilities, but for others, you may want to be able to turn them off for ease of life situations.
An example of a Permanent Sealed Slot would be a fighter creating an armor of chi. In an example, Chi Armor replicates the spell (2 Armor, +1 per level beyond first) and then 1 more slot to make it permanent. So a weaker Chi Armor would be 2 slots for 2 armor that stacks with any worn armor.
An example for a Toggleable Sealed Slot would be the Human Torch's flaming hands. As a level 1 effect, he can turn on or off the flames wrapped about his hands, adding 1d8 fire damage to all melee attacks done while its on, but he can turn it off. In this case, the ability costs 3 points: 1 for the spell slot used for the effect, 1 for making it into an ability, and another point for the Toggle.
Other effects can also be created that do not resemble spells, in this case, the main GMs have to decide what the effects are on a case by case basis.