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dom6:power [2024/07/15 18:46]
fenrir
dom6:power [2024/07/16 00:02] (current)
fenrir [Storm Power]
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 Storm Power only cares if a ??Storm?? or a ??Blizzard?? is in the current battle. If there's none, there's **zero Storm Power**; otherwise, the bonus is **1**. Whatever it is, multiply this by the value of the trait. Storm Power only cares if a ??Storm?? or a ??Blizzard?? is in the current battle. If there's none, there's **zero Storm Power**; otherwise, the bonus is **1**. Whatever it is, multiply this by the value of the trait.
  
-Storm Power typically comes with [[Storm Immunity]]. The reason is similar to Dark Power's interaction with Darkvisionexcept that the penalty doesn't interact much with the bonus; Storms **halve Precision** and prevent [[Flying]], for those without Storm Immunity.+Storm Power typically comes with [[Storm Immunity]]. For those without Storm Immunity, Storms **halve Precision** and prevent [[Flying]]. Storms also cause half of nonmagical missiles to end up nowherewhich may or may not affect the Storm-Immune.
  
 ==== Power of the Turning Year ==== ==== Power of the Turning Year ====
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 The binary element of Darkness cares about whether or not the fight takes place in one of these conditions. In this case, the "Darkness value" is **3**. The binary element of Darkness cares about whether or not the fight takes place in one of these conditions. In this case, the "Darkness value" is **3**.
-  * A battle at **Night** <- No regular battles occur at night, but roughly half of [[Assassin|Assassination]] battles do. +  * At **Night** <- No regular battles occur at night, but roughly half of [[Assassin|Assassination]] battles do. 
-  * A battle in the **[[Caves]]** +  * In the **[[Caves]]** 
-  * A battle in **[[Underwater|Deep Seas]]**+  * In **[[Underwater|Deep Seas]]**
  
 Several spells can force this standard darkness in battle, but there are also magical effects that force "odd" values. ??Darkness?? and ??Utterdark?? make it **6**, for example, while ??Fire Storm?? **reduces it by 1** (possibly to a negative value) and a local ??Eternal Pyre?? sets it to **zero**. Where Darkness is zero, ??Dark Skies?? makes it **1** (if Eternal Pyre //isn't// responsible), while ??Solar Brilliance?? makes it **negative 1**. Several spells can force this standard darkness in battle, but there are also magical effects that force "odd" values. ??Darkness?? and ??Utterdark?? make it **6**, for example, while ??Fire Storm?? **reduces it by 1** (possibly to a negative value) and a local ??Eternal Pyre?? sets it to **zero**. Where Darkness is zero, ??Dark Skies?? makes it **1** (if Eternal Pyre //isn't// responsible), while ??Solar Brilliance?? makes it **negative 1**.
  
 Dark Power typically comes with [[Darkvision]]. This is because Darkness is quite severe for everyone who doesn't have it (or at least a superior Sight Trait). A point of Darkness **reduces** Attack Skill, Defence Skill, and [[Precision]] for everyone who doesn't have 100% Darkvision; by 0.5 if they have 50% Darkvision (which then gets rounded down), or by 1 if they don't have any Darkvision at all. Negative points of Darkness don't //help// anyone. Dark Power typically comes with [[Darkvision]]. This is because Darkness is quite severe for everyone who doesn't have it (or at least a superior Sight Trait). A point of Darkness **reduces** Attack Skill, Defence Skill, and [[Precision]] for everyone who doesn't have 100% Darkvision; by 0.5 if they have 50% Darkvision (which then gets rounded down), or by 1 if they don't have any Darkvision at all. Negative points of Darkness don't //help// anyone.
dom6/power.1721069184.txt.gz · Last modified: 2024/07/15 18:46 by fenrir