Affinities

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In the next post, you're going to see the "finalized" version of the Affinities system, the system that will replace our current Perk system. I'm dropping it a bit early for a few reasons.

1) HYPE!!

2) So you guys can ask any questions you have before it goes live.

3) So I can get some feedback from you.

In regards to the third point, this is what I'll ask from you: drop a reply in this thread with the 3 Affinities you're planning to take with your character. You don't need to explain why (but I won't stop you if you do). Just give me those three picks.

Thank you, in advance!
 
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Affinities

Affinities represent your character's natural inclinations and gifts. Just as all people have strengths and weaknesses, so too do your characters have areas in which they excel.

At level 1, you will choose one of the options below. Upon reaching level 5, and again on reaching level 9, you will choose another option from the list, for a total of 3 Affinities.

Thrifty: Consumables cost 50% less Coin. Does not apply to Consumables purchased via the Exceptional Affinity.

Enterprising: Bases (and base-related purchases/repairs) cost 25% less Coin.

Persuasive: Minions (and minion-related purchases/casualties) cost 25% less Coin.

Immortal: You can wait 1 OOC day before reviving your character, rather than having to write a Quest or pay for the Consumable. Additionally, in events which track damage, the damage you take is reduced by 1 tier (to use a DA example: Major to Minor injury).

Inspiring: +1 to the Minion Rank Cap, and you can use your "buff" Abilities on Minions. You also lose 50% less Casualties compared to the norm.

Gifted: You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap.

Exceptional: You may "flavor" Coin as an internal reservoir of "energy", purchasing Consumables as though they are limited-use Abilities inherent to your character. Events that prohibit Consumables still apply. You also gain a 25% Consumable Discount for these "internal" consumables (does not stack with Thrifty).

Lucky: You gain +1 Focus at level 1, +2 Focus at level 5, and +3 Focus at level 9 (each increase replaces the previous boost, regardless of what level you initially took this Affinity).

Extravagant: Allows the Purchase of Size 9 Bases, which are 5,000,000,000 sq/cu ft and adds +1 to the Base Ability Rank Cap.

Formidable: +2 to the Rank Cap of Abilities (does not affect the Rank Cap of Skills, Consumables, Bases, or anything else).

Influential: Earn twice as much Influence and Influence loss is halved. You also gain Infamy at half the normal rate.

Specialized: Choose 2 Positive Modifiers (other than Affects Multiple) when you pick this Affinity. Those Modifiers costs you 0 Essence to apply to Effects.
 

Ohm Zui

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Feedback time! Splitting these into three tiers: things I'd take for Ohm (and why I'd choose or not choose), things I'd take on another character and things I'd never take at all.

Note that which tier a perk is in is unrelated to whether I think it needs tweaking.


Enterprising: Bases (and base-related purchases/repairs) cost 25% less Coin.
- Ohm is mechanically minded and this is a solid way of making coin go further for bases. Sold.
- Saving 250 Coin per base, minimum.

Gifted: You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap.
- Ohm has tonnes of skills I want to layer on them. Not the most efficient savings if not a skill focused character, but must have if you are.
- Saving 200 Essence per level of skills

Extravagant: Allows the Purchase of Size 9 Bases, which are 5,000,000,000 sq/cu ft and adds +1 to the Base Ability Rank Cap.
- Ohm's probably not going to be saving or earning coin fast enough to ever earn a Size 9 base with any abilities worth squat, but the +1 Rank Cap is tempting.
- No savings, minor bonuses, weakest mechanical perk in the Ohm's Choice list, but flavour and land tenancy is tempting.

Influential: Earn twice as much Influence and Influence loss is halved. You also gain Infamy at half the normal rate.
- I want Ohm to become a big deal eventually, and this perk sounds like it would help with that.
- Mechanically vaguest perk. Influence isn't obvious within the rules pages. Closest I could find is the vague mention of bounties in the writing guidelines.

Specialized: Choose 2 Positive Modifiers (other than Affects Multiple) when you pick this Affinity. Those Modifiers costs you 0 Essence to apply to Effects.
- Ohm's not necessarily optimized for this perk, since it favours only a couple of modifiers while Ohm's using a lot.
- That said HOO BOY is this mechanically worth it. The main reason this is on the list is that even with what I've mentioned, this is going to save a character hundreds of essence very quickly pretty much whatever character you choose. For a rank five starting cap, this is saving up to 1000 essence on slapping indirect and ongoing on a rank five effect. Even assuming a more moderated choice of ranged for one of those two, 750 essence savings adds on rank five abilities (or five rank one abilities) adds up FAST.

Persuasive: Minions (and minion-related purchases/casualties) cost 25% less Coin.
- Same as Enterprising, but for Minion focused characters (not Ohm).
- Saving 75 Coin per minion, minimum. Slightly easier to access than bases because minions are cheaper, but same power bracket.

Inspiring: +1 to the Minion Rank Cap, and you can use your "buff" Abilities on Minions. You also lose 50% less Casualties compared to the norm.
- A better, minion focused version of extravagant. That 50% less casualties is mechanically a money saver in disguise as a combat boost. Buff ability transfer also saves on buying self/other modifiers
- Most unexpectedly lucrative perk, but not in an overpowered way. Rank cap boost is a nice bonus.

Lucky: You gain +1 Focus at level 1, +2 Focus at level 5, and +3 Focus at level 9 (each increase replaces the previous boost, regardless of what level you initially took this Affinity).
- No savings, be more likely to win a face-to-face. Not Ohm's cup of tea, but characters likely to get into tonnes of combat will probably want this.

Formidable: +2 to the Rank Cap of Abilities (does not affect the Rank Cap of Skills, Consumables, Bases, or anything else).
- Just like lucky, no savings, more likely to win a face-to-face. I actually prefer this one better, as it just allows more prep, and frees up more options in character growth.

Immortal: You can wait 1 OOC day before reviving your character, rather than having to write a Quest or pay for the Consumable. Additionally, in events which track damage, the damage you take is reduced by 1 tier (to use a DA example: Major to Minor injury).
- Some people may want to avoid writing a death quest. I'm not too fussed.
- That said, essential ability for those that really don't want to write that sort of thing, coin purchase not withstanding.
- Saves 2000 coin, but only if you die.

Thrifty:
Consumables cost 50% less Coin. Does not apply to Consumables purchased via the Exceptional Affinity.
- Not personally a fan of one use items as a player/writer, but can see this as useful to the right character.

Exceptional: You may "flavor" Coin as an internal reservoir of "energy", purchasing Consumables as though they are limited-use Abilities inherent to your character. Events that prohibit Consumables still apply. You also gain a 25% Consumable Discount for these "internal" consumables (does not stack with Thrifty).
- See thrifty, but even more so.
- Biggest potential problem is having to get consumables purchased this way approved. Might require some tweaking so that characters with this perk can choose from a list of consumables they got pre-approved during a fight.
- Can feel a little cheap, given that this is both a fighting buff like lucky and formidable AND saves coin while doing so. Might want to allow thrifty to stack but make the consumables more expensive pulled out of nowhere.

TLDR; Most things are good, Specialized & Exceptional seem a bit too strong, Extravagent might need a tiny buff & Influential is vague.
 

Android XVII

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Android 17: Specialized, Lucky or Immortal (i keep flip-flopping), Exceptional
Hela: Formidable, Inspiring, Specialized

Theoretical Borg third character: Extravagant, Influential, Persuasive
 

Beatrix III

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Beatrix: Immortal, Formidable, Specialized

Broly: Exceptional, Formidable, Specialized

Grimlock: Formidable, Immortal, Specialized
 

Orion

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Orion - Immortal, Specialised, Formidable
Leo - Enterprising, Immortal, Gifted

Can I ask more about the Exceptional affinity? Isn't that something we can already do (pretend a purchase is a one-time use skill) or am I misunderstanding it?
 
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