Talk:ReLOE

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Mal Leader Scribbles

Military Leaders

Merciful Idealist
Gain a (extra?) Power/Character point for significant acts of idealistic mercy such as allowing the enemy to collect their wounded, releasing prisoners, refusing to harm civilians even if it is disadvantageous, etc.

Neo-Zeon Wunderwaffe
Advantage when commanding numerically inferior but qualitatively superior units.

Agents/Explorers

Cavern King
With influence by reason and by terrain, this hero is an expert at delving areas underground, on the dark side of moons or otherwise covered places. In a warzone, she can hide military units, making them hard to find on the ground and almost impossible from air or space. Provides a bonus to prospecting.

Savants/Statesmen

Special Weapons Division
Can spend a Power point to fully kit out a batch of units with externals and enchantments of your choice that your Power would normally be capable of creating. You need not have researched the design.

Knight's Patron
If if one of your other heroes is defeated in single combat, they gain a large boost that activates the next time they face the same opponent. If they were defeated in a battlesuit, hyperadvanced armour or superfighter, their unit is also replaced with a stronger one at that time.

Icon

In general, an Icon should have access to more powerful traits (since you're presumeably limited to one Icon) but may access other types' traits as well.

Nth Failure
If one of your other Leaders was unsuccessful in action on a previous turn, you may sacrifice him and create a new leader in his place. When this happens, gain double the usual Fate for losing Leaders.

Callous Disregard
Gain double Fate for causing significant amounts of collateral damage or friendly fire on yourself.

Tempt Fate
If your Icon is present at a battle and does nothing but present herself as a target or challenge an opposing hero to a duel, gain an additional Character point.

Righteous Warlord
Provide a planet-wide boost to morale to civilians and troops with a rousing speech.

Singing Princess
During a major battle (which must be larger or more significant than any previous battle in the war), your princess may sing. If you win, your opponent cannot gain Fate. If you lose, you gain double Fate.

Mal Adventurer Scribbles

Overwhelming Based on Specs
Gain double Fate if you engage another hero from an obvious material advantage and still lose.

Depracated

2 types

Leader Traits: World-affecting
Adventurer Traits: Narrative hero vs hero/on your own

Characters start with 3 character points and gain (1 + 2x level) every time they gain another level

Leader Traits

General is a general skill in commanding army units. 'General' is a term of role, not necessarily the actual rank.
  • Haig is a bonus towards any units with a batch size of 1:10,000 or greater and all ground units with no more than one added cap.
  • Achtung Panzer is a bonus to mobile, armored units.
  • Dojo Master is a bonus to units, so long as they have +1 or better melee (or are Simple, which defaults to Melee)
Air Marshals is a general skill in commanding army units. Like generals, this is a role, not necessarily their actual title.
  • Colonel Tomb is a bonus when facing enemies of generally superior advancement/quality level.
  • Bomber Harris is a bonus to strategic bombing.
  • Yamamoto is a bonus on strikes against warships.
Admirals are (space) naval leaders.
  • Nelson provides a bonus to simple naval units.
  • Honor Harrington provides a further bonus to simple naval units when fighting enemies of generally inferior advancement/quality level
  • Togo provides a bonus to maneuver and fleet command.
  • Bras D'or provides a bonus to all Fast warships.
Agents are the best covert ops agents a nation has.
  • Gundamjacker improves the ability to steal military units.
  • Walker improves the ability to steal advancement
  • Mata Hari can steal military information, providing a bonus against the target in one battle
Explorers are archeologists, geographers and the like. In a dangerous universe like LOE, they probably have two fists and know how to use them.
  • Archeologist allows the hero to search for artifacts
  • Indiana Jones increases the likelyhood of an artifact being Ancient/Technomagic
  • Lewis and/or Clark allows the hero to prospect for land and resources
  • Dowser may potentially find exploitable Ether while performing other exploration missions
  • Geologist may potentially find magic materials while performing other exploration missions
Officials are individuals such as merchant princes, diplomats, etc. They keep the wheels of economy going and the lines of dialogue open.
  • Gorbachev is a bonus to diplomatic relations with NPCs
  • Adam Smith increases trade return
Savants are leaders of knowledge; engineers, scientists, mages. They can provide useful benefits on research or training programs as well as a bonus to magic rituals or magic-like works.
  • Witch's Circle improves the effectiveness of High Magic cast under the hero's leadership.
  • Ford can eliminate the build time on one or more added capabilities.
Icons are individuals who are the foci of a nation; Oracle-kings are the most typical. If your nation has Lord of All, you must have an Icon hero. Icons can be quite powerful but are essentially defensive heroes - they can only act in your territory.

Adventurer Traits

Initiative
Move faster
Take hits
Hit harder
See further
Lucky
Extra lives
Battlemagic
Avatar is a special trait that must be taken at level 1 and costs 0 points. This represents a hero that is something far larger and more powerful than a human, such as a dragon or a space battleship; this must be defined and specific as a military unit in your OOB. An avatar comes with some way of interacting on the human level - polymorph spells, robotic interface shells, etc - but will nonethless often face some difficulties in some tasks. Avatars will generally find it difficult or impossible to engage on the Adventurer level, particularly in physical confrontations - they are units and fight as such.




Heroes always have one Archetype and one or more (but normally only one) Roles.

Archetypes are what your hero is; from an otherwise normal human to a wizard to the avatar of a mile-long ancient superdreadnought.
Roles are what your hero does (in a heroic fashion); military leader, diplomat, explorer, etc.

Archetypes

Humans are the simplest and most common archetype. They have no unique abilities, but as a member of the majority population in the galaxy there are no real downsides to being a human.
Demihumans are, essentially, near-humans. This includes both traditional 'fantasy' races such as orcs, elves or merai as well as transhumans and cyborgs, and most tend to have some sort of exceptional or unusual ability. Demihumans are generally accepted in more cosmopolitan corners of the galaxy - or indeed even make up the dominant population - but may need to conceal or obfuscate themselves elsewhere.
Paragons of Magic are powerful beings of magic - sometimes archmages, but often oracles. Their origin - human or demi - is irrelevant in the grand scheme of things, as these beings that wield immense personal power are best treated very, very politely.
Monsters are sentient creatures much larger and more physically powerful than humans; giantkin such as cyclops, dragons, etc. Some particularly powerful demihumans may count as monsters, despite their lack of stature; elder vampires and samothracians come to mind. Monsters are generally large and unsubtle unless shapeshifting magic is used, and even without magic wreak havok on a scale only matched by large combat vehicles.
Avatars are the human-scale interfaces representing large (and almost inevitably battle) machinery such as Atlantean battleships, or more unusually, technomagical weapons that can shapeshift into human-scale beings. Avatars themselves operate on the human scale but as what amounts to the remote tool of some sort of vast and powerful weapon system as well they are highly unsubtle in toto.