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<blockquote data-quote="Prince Atom" data-source="post: 376013" data-attributes="member: 6046"><p>I was looking at CrossGen myself, except that I was trying to find a way to model the sigil's granted power first and worry about things like races later.</p><p></p><p>The only CrossGen comic to feature more than one sigilbearer as regular is Meridian. They've had some crossover issues, and one new line, Negation, has plenty of sigilbearers, but the main character isn't one himself.</p><p></p><p>Mind, I'm getting the comics over the web (except for Scion, which I'm picking up in novel form), so I'm not up to date.</p><p></p><p>I was thinking that the sigil granted a dice pool of 1d6 per character level. This pool refreshes once per day. You can use any number of dice from the pool to do various things:</p><p></p><p>*Add to die rolls. You can roll several d6s and add the result to any roll except d% rolls. Thus you can make yourself temporarily better at a skill, or do bonus damage of a certain element. These effects apply to one roll, and you must declare the use of the extra dice before you roll.</p><p></p><p>*Channel raw energy. You can just deal raw energy of a certain type; select a number of d6s and roll them. The target takes that much in damage on a successful touch or ranged touch attack. Energy resistance applies. You must choose how many dice of damage and what sort of energy you use before rolling the touch attack. You can also use energy to enhance the touch attack (as above), but dice used in such manner cannot be used to deal damage. You can channel acid, cold, fire, electric, or sonic energy to deal damage, or positive energy to heal yourself or others. Each effect is measured in hit points.</p><p></p><p>*Emulate spells. You can discover and emulate any of the spells in the Player's Handbook with the energy. You can only discover spells like a sorcerer learns them, but to cast them you only need to sacrifice one die per spell level. If the spell belongs to more than one list, use the highest level given (ignore domain levels if there are others present). The spell functions as if cast by a sorcerer of your level.</p><p></p><p>I'm concerned the last option is broken. Why channel raw energy to deal 5d6 fire damage (and use 5 dice) when you can emulate fireball to deal 5d6 fire damage (and use only 3 dice). I don't like the idea of coming up with a new class or spell list because that's not in keeping with the spirit of CrossGen -- which pretty much says anyone can be given the sigil, and can use it to do anything if they just discover how.</p><p></p><p>Some examples: Sephie (Meridian) heals others and flies all the time. Sometimes she smashes things. Ethan (Scion) heals himself pretty quickly (he came back from near death at least once) and creates a sword of energy. Sam (Sigil) can blast things apart, teleport (plane shift?), and doesn't need to breathe or wear a suit in vacuum; he is also able to manipulate objects and shape them to suit him. Giselle (Mystic) doesn't seem to use any energy by itself, but the sigil enhances the spells she casts and has trapped the various guild spirits in her (AFAIK).</p><p></p><p>Comments? I'd really like to be able to use the existing mechanics in a modified form than come up with a new system that might be very difficult to use.</p><p></p><p>TWK</p></blockquote><p></p>
[QUOTE="Prince Atom, post: 376013, member: 6046"] I was looking at CrossGen myself, except that I was trying to find a way to model the sigil's granted power first and worry about things like races later. The only CrossGen comic to feature more than one sigilbearer as regular is Meridian. They've had some crossover issues, and one new line, Negation, has plenty of sigilbearers, but the main character isn't one himself. Mind, I'm getting the comics over the web (except for Scion, which I'm picking up in novel form), so I'm not up to date. I was thinking that the sigil granted a dice pool of 1d6 per character level. This pool refreshes once per day. You can use any number of dice from the pool to do various things: *Add to die rolls. You can roll several d6s and add the result to any roll except d% rolls. Thus you can make yourself temporarily better at a skill, or do bonus damage of a certain element. These effects apply to one roll, and you must declare the use of the extra dice before you roll. *Channel raw energy. You can just deal raw energy of a certain type; select a number of d6s and roll them. The target takes that much in damage on a successful touch or ranged touch attack. Energy resistance applies. You must choose how many dice of damage and what sort of energy you use before rolling the touch attack. You can also use energy to enhance the touch attack (as above), but dice used in such manner cannot be used to deal damage. You can channel acid, cold, fire, electric, or sonic energy to deal damage, or positive energy to heal yourself or others. Each effect is measured in hit points. *Emulate spells. You can discover and emulate any of the spells in the Player's Handbook with the energy. You can only discover spells like a sorcerer learns them, but to cast them you only need to sacrifice one die per spell level. If the spell belongs to more than one list, use the highest level given (ignore domain levels if there are others present). The spell functions as if cast by a sorcerer of your level. I'm concerned the last option is broken. Why channel raw energy to deal 5d6 fire damage (and use 5 dice) when you can emulate fireball to deal 5d6 fire damage (and use only 3 dice). I don't like the idea of coming up with a new class or spell list because that's not in keeping with the spirit of CrossGen -- which pretty much says anyone can be given the sigil, and can use it to do anything if they just discover how. Some examples: Sephie (Meridian) heals others and flies all the time. Sometimes she smashes things. Ethan (Scion) heals himself pretty quickly (he came back from near death at least once) and creates a sword of energy. Sam (Sigil) can blast things apart, teleport (plane shift?), and doesn't need to breathe or wear a suit in vacuum; he is also able to manipulate objects and shape them to suit him. Giselle (Mystic) doesn't seem to use any energy by itself, but the sigil enhances the spells she casts and has trapped the various guild spirits in her (AFAIK). Comments? I'd really like to be able to use the existing mechanics in a modified form than come up with a new system that might be very difficult to use. TWK [/QUOTE]
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