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Apr 1, 2016 10:43:02 GMT -7
Post by Kitten4u on Apr 1, 2016 10:43:02 GMT -7
To buy a power, immunity, trait, or perk, PM all staff members. You can do so by clicking this link. Once you get the confirmation PM, edit your super profile to reflect the purchase.
Increasing your character's power is done by spending Notoriety. 1 Notoriety is gained for each in-character post (including battle posts, though posts made on mobile will not grant notoriety because of limitations from Proboards) and 10 Notoriety is gained for completed scheme the character had participated in (whether it was won, lost, or fled from). Each character also gains a number of Notoriety equal to her faction's Faction Prestige at the start of each month, and extra Notoriety can be gained from schemes and other events. Notoriety accumulated with your civilian persona can be spent to gain superpowers, too.
Notoriety is used to purchase Power Levels. Each Power Level can increase a single power or immunity by one level. There are also some traits that cost a number of Power Levels which must all be bought at once. So, since new characters start at Power Level 15, the sum of all their powers, immunities, and trait costs must add up to 15.
So, a starting character buys her first five Power Levels for 80 Notoriety each. This puts her at Power Level 20, and then she pays 100 Notoriety for each of the next ten levels, and so on.
A purchase may be made during a scheme, but the purchase may not be used during the scheme unless it is made 24 hours before the first turn's action sending deadline.
Gadgeteer
Cost: 0 levels
This trait is for supers who rely on some sort of special tools for their power. Those tools can be anything from magic weapons to alchemical ingredients to actual technological gadgets. These external sources of power are useful, but they're also vulnerable to enemy superpowers that act directly on inanimate matter. The Gadgeteer trait can only be picked during character creation and can never be lost. It gives the character 1 extra levels that may be spent on powers and immunities per 5 points of the character's total Power Level (rounded down), which means that starting characters get 3 extra levels. However, this trait forbids the character from taking an immunity to Maneuver (Alteration) except when granted that immunity by an Accumulation power. All the character's powers and immunities are vulnerable to the DISARM opening.
Unpredictable
Cost: 10 levels
In between battles, characters with this trait may switch around their power and immunity levels freely, picking new powers and immunities as long as the total number of levels remains the same. However, a character with this trait can't take any of the traits that have a power prerequisite. The deadline for changing powers at the start of a scheme is 24 hours after the scheme's participants are locked in by the first PANOPTICON post.
Specialized
Cost: 5 levels
Requires: Unpredictable
The character can make a list of one or more power types which are unaffected by the Unpredictable trait, meaning that they can only be changed by Notoriety purchases. Power types may be added to this list at any time, but they may not be subtracted from the list, and they still count toward the limit of having only 3 power types at once. The character can qualify for traits that have level 3 powers on the list as prerequisites.
Overwhelming
Cost: 10 levels
Your powers cannot be suppressed by powers and immunities 3 or more levels below them.
Versatile
Cost: 10 levels
Your maximum number of powers is 4 instead of 3.
Protection
Cost: 5 levels
Your maximum number of immunities is 4 instead of 3.
Teamwork
Cost: 1 level (may be bought multiple times)
Every time this trait is bought, list another super and a power type that at least one of you can use. That super must also buy a matching Teamwork trait that names you. In battle, you can both spend your actions to produce a single team power of the listed type, but with a power level 3 points higher than you'd normally be able to use. This power is always treated as though it's being used with the Overwhelming trait.
Synergy
Cost: 1 level (may be bought multiple times)
Every time this trait is bought, list another super. That super must buy a matching Synergy trait that names you. Whenever you are on the same side as this super in battle, all your immunities are treated as one level higher. This bonus maxes out at three additional levels, each of which must come from synergy with a different super.
Espionage
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Obfuscation or Alteration
In between battles, a character with this trait may secretly target another character by PMing all staff and will learn the exact levels of the target's powers and immunities in addition to any traits the target has. This can only be done once before the character must fight another battle to recharge the trait. If this trait is used to investigate the same target twice in a row, then it also reveals the target's secret identity (if any). This trait only functions when used on other characters.
Investigation
Cost: 3 levels (only 2 levels if both power requirements are met)
Requires: Espionage, Level 6+ Obfuscation or Alteration
This trait allows a second Espionage result to be obtained with each recharge. The two Espionage results must target different characters.
Speedy Assistance
Cost: 2 levels
Requires: Level 3+ Reversion
In between phases of event battles, the character with this trait may pick two allies and remove one negative effect from each of them. It is also allowed to pick the same character twice in order to remove two negative effects.
Lightspeed Assistance
Cost: 2 levels
Requires: Speedy Assistance, Level 6+ Reversion
This trait expands the number of Speedy Assistance targets to four.
Intimidation
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Depowering or Subdual
A character with this trait gets 20 Notoriety after each fight (rather than 10).
Terror
Cost: 1 level (free if both power level requirements are met)
Requires: Intimidation, Level 6+ Depowering or Subdual
The amount of Notoriety a character gets after a fight is increased by a further 20 (for a total of 40).
Third Option
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Information or Confinement
A character with this trait gives an extra, generally stronger, option to her side's leader if her side wins a scheme battle. There is no benefit to having multiple characters with this trait on the winning side.
Better Options
Cost: 3 levels (only 2 levels if both power level requirements are met)
Requires Third Option, Level 6+ Information or Confinement
This trait upgrades the character's standard options when her side wins a scheme battle, making all of them give greater rewards.
Recuperation
Cost: 2 levels
Requires: Level 3+ Enhancement
In between phases of event battles, all negative effects against this character are removed.
Recovery
Cost: 1 level
Requires: Recuperation, Level 6+ Enhancement
At the start of each turn of event battles, all negative effects against this character are removed.
Omnipresence
Cost: 4 levels (only 3 levels if both requirements are met)
Requires: Level 3+ Summoning or Speed
Characters with this trait may join or start a second scheme even while in the middle of resolving the first.
Superomnipresence
Cost: 4 levels (only 3 levels if both power level requirements are met)
Requires: Omnipresence, Level 6+ Summoning or Speed
Characters with this trait may join or start a third scheme even while in the middle of two others.
Dragonslayer
Cost: 2 levels (only 1 level if both requirements are met)
Requires: Level 3+ Field or Destruction
During event battles, the character's combat advantage increases are doubled and the character's powers and immunities are treated as 3 points higher.
Heavenshaker
Cost: 2 levels (only 1 level if both power level requirements are met)
Requires: Dragonslayer, Level 6+ Field or Destruction
The Dragonslayer bonus is increased to x3 combat advantage and +4 power and immunity level
Unpowered
Cost: 5 levels
The character does not have superpowers. By itself, this is a big disadvantage, but unpowered people can move freely in a society that stigmatizes superheroes and supervillains. Characters with this trait must spend 10 Power Levels for each level in a power or immunity, which represents them having extreme innate aptitude without needing to rely on actual superpowers. Other traits (including Gadgeteer) are unaffected. They may join superpowered organizations, though Bulwark and the Keepers distrust anyone without superpowers. Uses of Interference (Depowering) against characters with this trait always result in complete failure. The character may also pick one of the following three unpowered-only traits: Paramilitary, Journalistic, Inventive. This trait can only be picked during character creation. A character with this trait who later gains superpowers loses this trait and her chosen unpowered-only trait, but can redistribute all her power levels as desired.
Paramilitary
Cost: 0 levels
Requires: Unpowered, must not have Journalistic or Inventive
If a character with this trait goes into battle and there are less than the maximum number of people on her side, then the one or two extra slots are filled in with simple characters designed when this trait is taken. These simple characters each have two level 1 powers (not necessarily the same two powers for each of them), no immunities, and are considered to have the Gadgeteer and Unpowered traits for the purpose of powers used against them. The player decides which of the two simple characters has priority to join her in battle (and this may be changed at will), and the player also controls the two simple characters in battle. During event battles, only one of the three characters (herself and the two simple characters) may act each round.
Journalistic
Cost: 0 levels
Requires: Unpowered, must not have Paramilitary or Inventive
While a character with this trait is in battle, her journalistic training gives her exact information on the levels of the powers and immunities used. Event battles are too large and chaotic for this trait to be used on anything the user isn't targeting or targeted by.
Inventive
Cost: 0 levels
Requires: Unpowered, must not have Paramilitary or Journalistic
A character with this trait may specify one power type at a time as her "invention." The power type may be changed between battles. While the character is in a battle, everyone on her side can make use of that invention, allowing them to use a level 1 power of that type. However, a single invention may not be used by multiple characters on the same turn. Powers granted by inventions are vulnerable to the DISARM opening (which does not affect other characters' ability to use the invention). Event battles are too large and chaotic for a character's inventions to be given to anyone but herself.
In addition to buying superpowers with Notoriety, you can also get some other benefits with your postcount alone. You don't need to "spend" postcount to get these perks, and the postcounts of all your accounts together (even between different characters) are added together to determine what you're eligible for. In order to make a super of higher Power Level than 15, at least one other super (not necessarily one played by you) must have already reached that level.
Found a Team
Requirement: 100 posts
This allows you to create a hideout sub-board that's invite-only, so you can strategize and share secrets away from prying eyes. It's useful for if there are members of your faction that you don't trust, or for cross-faction cooperation. Through successful schemes, you might even be able to turn your team into a full-fledged faction. To make a team, PM all staff with what you want the board to be called, and the description of the board. If you want the board to be private, include a team name as well, and if you want it to be public, make sure to say so. If the board is private, make sure to PM staff with the account that you want to have lead the team.
Make an Ultrapower
Requirement: 300 posts
This allows you to make a starting character at Power Level 30. Perhaps already-notorious outsiders who have only just come to Emerald City, or perhaps new supers with prodigious power. You can also found a second team.
Make a Realm
Requirement: 1,000 posts
You can define a region neighboring Emerald City, complete with its own top-level board, which is under the influence of one of your characters, meaning that the usual rules about not unilaterally causing big changes don't apply there. You can also found a third team and make a starting character at Power Level 45.
More perks to come as things develop.
Powers and Immunities
Increasing your character's power is done by spending Notoriety. 1 Notoriety is gained for each in-character post (including battle posts, though posts made on mobile will not grant notoriety because of limitations from Proboards) and 10 Notoriety is gained for completed scheme the character had participated in (whether it was won, lost, or fled from). Each character also gains a number of Notoriety equal to her faction's Faction Prestige at the start of each month, and extra Notoriety can be gained from schemes and other events. Notoriety accumulated with your civilian persona can be spent to gain superpowers, too.
Notoriety is used to purchase Power Levels. Each Power Level can increase a single power or immunity by one level. There are also some traits that cost a number of Power Levels which must all be bought at once. So, since new characters start at Power Level 15, the sum of all their powers, immunities, and trait costs must add up to 15.
Starting from Power Level | Notoriety cost per level | Cumulative cost | Max level per power |
15 | 80 | 0 | 4 |
20 | 100 | 400 | 5 |
30 | 140 | 1,400 | 7 |
40 | 220 | 2,800 | 8 |
50 | 400 | 5,000 | 10 |
So, a starting character buys her first five Power Levels for 80 Notoriety each. This puts her at Power Level 20, and then she pays 100 Notoriety for each of the next ten levels, and so on.
A purchase may be made during a scheme, but the purchase may not be used during the scheme unless it is made 24 hours before the first turn's action sending deadline.
Traits
Gadgeteer
Cost: 0 levels
This trait is for supers who rely on some sort of special tools for their power. Those tools can be anything from magic weapons to alchemical ingredients to actual technological gadgets. These external sources of power are useful, but they're also vulnerable to enemy superpowers that act directly on inanimate matter. The Gadgeteer trait can only be picked during character creation and can never be lost. It gives the character 1 extra levels that may be spent on powers and immunities per 5 points of the character's total Power Level (rounded down), which means that starting characters get 3 extra levels. However, this trait forbids the character from taking an immunity to Maneuver (Alteration) except when granted that immunity by an Accumulation power. All the character's powers and immunities are vulnerable to the DISARM opening.
Unpredictable
Cost: 10 levels
In between battles, characters with this trait may switch around their power and immunity levels freely, picking new powers and immunities as long as the total number of levels remains the same. However, a character with this trait can't take any of the traits that have a power prerequisite. The deadline for changing powers at the start of a scheme is 24 hours after the scheme's participants are locked in by the first PANOPTICON post.
Specialized
Cost: 5 levels
Requires: Unpredictable
The character can make a list of one or more power types which are unaffected by the Unpredictable trait, meaning that they can only be changed by Notoriety purchases. Power types may be added to this list at any time, but they may not be subtracted from the list, and they still count toward the limit of having only 3 power types at once. The character can qualify for traits that have level 3 powers on the list as prerequisites.
Overwhelming
Cost: 10 levels
Your powers cannot be suppressed by powers and immunities 3 or more levels below them.
Versatile
Cost: 10 levels
Your maximum number of powers is 4 instead of 3.
Protection
Cost: 5 levels
Your maximum number of immunities is 4 instead of 3.
Teamwork
Cost: 1 level (may be bought multiple times)
Every time this trait is bought, list another super and a power type that at least one of you can use. That super must also buy a matching Teamwork trait that names you. In battle, you can both spend your actions to produce a single team power of the listed type, but with a power level 3 points higher than you'd normally be able to use. This power is always treated as though it's being used with the Overwhelming trait.
Synergy
Cost: 1 level (may be bought multiple times)
Every time this trait is bought, list another super. That super must buy a matching Synergy trait that names you. Whenever you are on the same side as this super in battle, all your immunities are treated as one level higher. This bonus maxes out at three additional levels, each of which must come from synergy with a different super.
Espionage
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Obfuscation or Alteration
In between battles, a character with this trait may secretly target another character by PMing all staff and will learn the exact levels of the target's powers and immunities in addition to any traits the target has. This can only be done once before the character must fight another battle to recharge the trait. If this trait is used to investigate the same target twice in a row, then it also reveals the target's secret identity (if any). This trait only functions when used on other characters.
Investigation
Cost: 3 levels (only 2 levels if both power requirements are met)
Requires: Espionage, Level 6+ Obfuscation or Alteration
This trait allows a second Espionage result to be obtained with each recharge. The two Espionage results must target different characters.
Speedy Assistance
Cost: 2 levels
Requires: Level 3+ Reversion
In between phases of event battles, the character with this trait may pick two allies and remove one negative effect from each of them. It is also allowed to pick the same character twice in order to remove two negative effects.
Lightspeed Assistance
Cost: 2 levels
Requires: Speedy Assistance, Level 6+ Reversion
This trait expands the number of Speedy Assistance targets to four.
Intimidation
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Depowering or Subdual
A character with this trait gets 20 Notoriety after each fight (rather than 10).
Terror
Cost: 1 level (free if both power level requirements are met)
Requires: Intimidation, Level 6+ Depowering or Subdual
The amount of Notoriety a character gets after a fight is increased by a further 20 (for a total of 40).
Third Option
Cost: 3 levels (only 2 levels if both requirements are met)
Requires: Level 3+ Information or Confinement
A character with this trait gives an extra, generally stronger, option to her side's leader if her side wins a scheme battle. There is no benefit to having multiple characters with this trait on the winning side.
Better Options
Cost: 3 levels (only 2 levels if both power level requirements are met)
Requires Third Option, Level 6+ Information or Confinement
This trait upgrades the character's standard options when her side wins a scheme battle, making all of them give greater rewards.
Recuperation
Cost: 2 levels
Requires: Level 3+ Enhancement
In between phases of event battles, all negative effects against this character are removed.
Recovery
Cost: 1 level
Requires: Recuperation, Level 6+ Enhancement
At the start of each turn of event battles, all negative effects against this character are removed.
Omnipresence
Cost: 4 levels (only 3 levels if both requirements are met)
Requires: Level 3+ Summoning or Speed
Characters with this trait may join or start a second scheme even while in the middle of resolving the first.
Superomnipresence
Cost: 4 levels (only 3 levels if both power level requirements are met)
Requires: Omnipresence, Level 6+ Summoning or Speed
Characters with this trait may join or start a third scheme even while in the middle of two others.
Dragonslayer
Cost: 2 levels (only 1 level if both requirements are met)
Requires: Level 3+ Field or Destruction
During event battles, the character's combat advantage increases are doubled and the character's powers and immunities are treated as 3 points higher.
Heavenshaker
Cost: 2 levels (only 1 level if both power level requirements are met)
Requires: Dragonslayer, Level 6+ Field or Destruction
The Dragonslayer bonus is increased to x3 combat advantage and +4 power and immunity level
Unpowered Traits
Unpowered
Cost: 5 levels
The character does not have superpowers. By itself, this is a big disadvantage, but unpowered people can move freely in a society that stigmatizes superheroes and supervillains. Characters with this trait must spend 10 Power Levels for each level in a power or immunity, which represents them having extreme innate aptitude without needing to rely on actual superpowers. Other traits (including Gadgeteer) are unaffected. They may join superpowered organizations, though Bulwark and the Keepers distrust anyone without superpowers. Uses of Interference (Depowering) against characters with this trait always result in complete failure. The character may also pick one of the following three unpowered-only traits: Paramilitary, Journalistic, Inventive. This trait can only be picked during character creation. A character with this trait who later gains superpowers loses this trait and her chosen unpowered-only trait, but can redistribute all her power levels as desired.
Paramilitary
Cost: 0 levels
Requires: Unpowered, must not have Journalistic or Inventive
If a character with this trait goes into battle and there are less than the maximum number of people on her side, then the one or two extra slots are filled in with simple characters designed when this trait is taken. These simple characters each have two level 1 powers (not necessarily the same two powers for each of them), no immunities, and are considered to have the Gadgeteer and Unpowered traits for the purpose of powers used against them. The player decides which of the two simple characters has priority to join her in battle (and this may be changed at will), and the player also controls the two simple characters in battle. During event battles, only one of the three characters (herself and the two simple characters) may act each round.
Journalistic
Cost: 0 levels
Requires: Unpowered, must not have Paramilitary or Inventive
While a character with this trait is in battle, her journalistic training gives her exact information on the levels of the powers and immunities used. Event battles are too large and chaotic for this trait to be used on anything the user isn't targeting or targeted by.
Inventive
Cost: 0 levels
Requires: Unpowered, must not have Paramilitary or Journalistic
A character with this trait may specify one power type at a time as her "invention." The power type may be changed between battles. While the character is in a battle, everyone on her side can make use of that invention, allowing them to use a level 1 power of that type. However, a single invention may not be used by multiple characters on the same turn. Powers granted by inventions are vulnerable to the DISARM opening (which does not affect other characters' ability to use the invention). Event battles are too large and chaotic for a character's inventions to be given to anyone but herself.
Perks
In addition to buying superpowers with Notoriety, you can also get some other benefits with your postcount alone. You don't need to "spend" postcount to get these perks, and the postcounts of all your accounts together (even between different characters) are added together to determine what you're eligible for. In order to make a super of higher Power Level than 15, at least one other super (not necessarily one played by you) must have already reached that level.
Found a Team
Requirement: 100 posts
This allows you to create a hideout sub-board that's invite-only, so you can strategize and share secrets away from prying eyes. It's useful for if there are members of your faction that you don't trust, or for cross-faction cooperation. Through successful schemes, you might even be able to turn your team into a full-fledged faction. To make a team, PM all staff with what you want the board to be called, and the description of the board. If you want the board to be private, include a team name as well, and if you want it to be public, make sure to say so. If the board is private, make sure to PM staff with the account that you want to have lead the team.
Make an Ultrapower
Requirement: 300 posts
This allows you to make a starting character at Power Level 30. Perhaps already-notorious outsiders who have only just come to Emerald City, or perhaps new supers with prodigious power. You can also found a second team.
Make a Realm
Requirement: 1,000 posts
You can define a region neighboring Emerald City, complete with its own top-level board, which is under the influence of one of your characters, meaning that the usual rules about not unilaterally causing big changes don't apply there. You can also found a third team and make a starting character at Power Level 45.
More perks to come as things develop.