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dom6:power [2024/07/15 18:46] fenrir |
dom6:power [2024/07/16 00:02] (current) fenrir [Storm Power] |
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. |
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Storm Power typically comes with [[Storm Immunity]]. The reason is similar to Dark Power's interaction with Darkvision, except 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 nowhere, which may or may not affect the Storm-Immune. |
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==== 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]]** |
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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**. |
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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. |