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So if you're looking at this for the first time, the term 'Pre-Con Powers' probably requires some explanation. If it's not your first time, just proceed down to the lists. However for the new folks....
So if you've been to other RPGs that allow powers, you know that there are some powers and abilities that are rather...generic. Things like flight, enhanced senses, super-strength, super-speed, telepathy, etc. They're basic powers that many people know, and alot of times you waste time, energy, and posts working on trying to get those basic powers, or you waste your initial character-creation powers on these basics. Here at Kamen High, we're lazy bastards, and we don't like the idea of having to wait to obtain the basics. Thus did we create the Pre-Con Power-system.
The system itself is really quite simple: A Pre-Con power is a power from the lists below. These powers are simply what they are, some require no tweaking on your part, some require minor modifacations. They're basic powers and skills that you don't have to use up time and energy to obtain, as you can choose up to three of them when creating a character.
Now I'm sure you're thinking "hold up! You mean instead of being able to create my own powers, I can only pick from these pre-created powers? That sucks!" Well, you're thinking wrong, kiddo. When you make your character, your powers section will look like this:
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Powers/Abilities:
Power #1: (this is one of two slots for the powers you create yourself. These don't even have to be powers at all. They can be special techniques/attacks that you can use thanks to the combination of your Pre-Con Powers. Pre-Cons give you basic skills and abilities, so you can focus more on making these two powers what you'd like them to be.)
Power #2: (Just like Power #1, this is the other slot for powers you can create yourself. If you wish you don't even need to use these slots, and can simply go with three Pre-Con Powers and use those.)
Pre-Cons: (this is where you list the Pre-Con powers you want. Remember that no matter what your status, you can only have up to THREE Pre-Con powers or abilities. The perk of the Pre-Cons is that you may simply list what they are under this heading if they require no personalization. If they do, it's usually simply a line or two of text that describes the stipulations of the power as it pertains to your character)
So, taking that into account, here's an example powers-section:
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Powers/Abilities:
Power #1:
Power #2:
Pre-Cons: Flight (Unaided)-rank 1 Enhanced Senses-rank 1 Super-Strength-rank 1
See? you get all those basic powers and skills that can add great depth to your character without having to waste time and energy figuring out which ones to choose first, then making sure they're acceptable, then getting the right post-count, applying to upgrade them, getting the upgrades accepted, and then applying for the rest of the powers you want, making them acceptable, and then upgrading THOSE too. wow...that's alot of work to simply round out your character's power-set!
As you can see, with Pre-Con powers, you skip all that work. Isn't it great?
Now when you look at the lists of Pre-Con powers, you'll notice that most of them fall into roughly one of three catagories: Powers, Skills, and Drawbacks. Powers are just that-powers. They're abilities normal humans simply don't have like flight, healing-factors, or telepathy. Skills are things that many regular humans have, but can be useful to even the superpowered as well. Things such as Martial Arts, Lock-picking and Security, and acrobatics. Drawbacks are things that are, well, drawbacks. They're things like a weakness to certain materials or elements, incomplete training, or chronic sickness. One of the most common drawbacks at Kamen High is the Altered Appearance drawback, which means that your character, in addition to having powers, has a greatly altered physical form. Taking drawbacks is a great way to round out a character and make sure everyone remains mortal. Like with Skills, Drawbacks can apply to humans and metas.
Now, if you were careful in looking at our example of pre-con powers, you probably noticed that each of the pre-cons ended in '-rank 1'. At almost every RPG, powers have the ability to evolve to become stronger, become something else, or to disappear entirely. Well, when the Pre-Con system was designed, we took that into account and STILL built you a better mousetrap.
You see, most of the powers, skills, and drawbacks on the Pre-Con list come in a variety of ranks, each rank more 'powerful' than the last. When you're new, fresh off the truck, you only have access to rank 1 Pre-Cons. However as you post and time passes, the other ranks open up to you:
rank 1 requires 0 posts. Everyone can choose Rank 1 Pre-Cons.
Rank 2 requires 50 posts. At this point you may request to upgrade your powers to rank 2, or choose to replace one of your three pre-cons with other powers and abilities that didn't appear on the rank 1 list. When creating more characters, you may give those characters rank 1 OR rank 2 pre-cons.
Rank 3 requires 100 posts. Like with rank 2, once you have this count you can upgrade existing powers to rank 3, or replace them with new things on the rank 3 list. However when creating new characters, you still only have access to rank 1 or rank 2 pre-cons.
Rank 4 requires 150 posts. This is the highest rank there is people, and alot of powers open up to you once you get it. Like with the other ranks, you're able to upgrade your Pre-Con powers to their strongest states, and gain access to powers that ONLY appear on the rank 4 list. If you're looking for a power that other boards tend to lock, there's a fair chance you might find it here. Once again, when creating another character, you can only use rank 1 or rank 2 pre-cons.
Rumor has it that there might be even higher ranks of pre-con powers. we might know, but we're not telling. At least not yet anyway.....
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Administrator
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Rank One Pre-Con List:
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Flight (unaided): This power allows the character to fly through the air without the aid of any kind of external appendage or device such as wings or a jetpack. The flight-speed is relatively low, however, capping out at only 25 mph.
Flight (aided): This power gives the character the ability of flight, though lift is only achieved by an external method that must be specified. Anything from Wings, to a Jetpack qualifies as aided flight. Like it's unaided counterpart, however, the flight-speed is still relatively low, capping out at only 25 mph.
Enhanced Senses: The character sees farther, smells better, hears more precisely, and gleans more information from taste and touch. Unfortunately as this is only rank one, the enhancements are still fairly weak. The character can loose scents if they are over a mile away, and can only see and hear up to two miles. Similarly, touch and taste are only somewhat enhanced.
Bulletproof-Handguns: Characters with this powers become just what the name implies: Bulletproof. This enhancement is only to a point, however. The character with this trait is not significantly harmed by handguns, the weaker calibers bouncing off entirely while stronger rounds are prone to leave bruising and welts. Anything beyond a handgun, however, and the character will be hurt seriously.
Enhanced Strength: The Character has gained strength beyond what normal humans can obtain. Despite the enhancement, the strength still caps out at around 250 lbs.
Enhanced Speed: The character has gained the ability to move at a speed that far exceeds human potential. This ability is still relatively weak however, the character's speed topping out at 35 mph.
Enhanced Mind: The character has somehow gained intelligence far beyond most people, obtaining genius-level intellect. This intelligence can be specified to a field of knowledge such as mechanics or mathematics or science, or can simply be in general.
Telepathy: The character has obtained the ability to communicate with other people mentally. This power is still weak, however, in that the range is exceedingly short at only 75 feet. The character may not read minds however, hearing only thoughts in direct response to the messages they themselves sent.
Altered Appearance: The character's powers have taken a very noticeable, possibly drastic, toll on his or her appearance. This trait applies to everything from different skin color, to extra appendages, horns, wings, or anything that differs the character from a human. NOTE: Altered Appearance does NOT count for oddly colored hair or eyes, which are not counted as powers.
Half-Trained: The character has some training in a particular part of their life, though their training is not complete. This trait should be specified to what part of the character's abilities they have been half trained in, be it their powers, a martial-arts style, etc.
Multi-lingual: The Character is proficient in three or more languages, not counting Japanese. Ancient or Alien languages do count towards the Multi-Lingual talent.
Weapon training-Sword: The character is proficient in handling a certain type of sword and using it in combat. Mastery has not yet been gained, but the character is more than capable of defending him or herself in a fight. The type of sword should be specified when this skill is chosen.
Weapon training-Handguns: The character has been trained in the care and proper use of handguns. Their aim may not be the best, but they are fairly accurate at close to mid-range. A particular style of handgun may be specified if desired.
Weakness to Cold: The character has a weakness to cold temperatures, the character's reaction to the weakness should be specified. (being unable to move, passing out if it gets too cold, etc.)
Weakness to Heat: The character cannot last long in extreme heat. Like with other weaknesses, the character's reaction to his or her weakness should be specified.
Weakness to Psionics: the character is particularly susceptible to attacks on his or her mind. This includes but is not limited to being vulnerable to brainwashing, and hypnotic suggestion.
Weakness to Element: the character is weak against a certain element such as fire, earth, wind, or water. Like with other weaknesses, the character's reaction to his or her weakness should be specified, as well as what element(s) they are weak to.
Alternate Form: the character's powers require him or her to change into an alternate form, such as an elemental-like one, or donning technological armor. A required method of transformation, if applicable, should be specified.
Martial Arts: The character knows a particular style of martial arts which must be specified. the character is not at the height of mastery, but does know quite a bit. More than enough to use the style in a fight.
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