Guidelines and Rules for Powers

Fyxt RPG Power Guidelines and RulesSince Fyxt RPG Powers are open to nearly an infinite number of possibilities, there are some guidelines, rules, and ways they should be handled. Here are some things to remember when designing and using Powers. You can also check the FAQ for other questions you may have regarding Powers. Keep an eye out as this page will be updated frequently to keep Powers as clear as possible for all Fyxt RPG players.

One Attack Roll is made per Power

One Attack roll is made per Power, not per Target. This means the character using the Power to Attack makes a single Attack Roll. They roll a d20 plus their Attack Modifier for the Discipline type of the Power. The resulting roll will hit a Defense of the same type of the same number or lower.

  • Combatant Attacks = Body Defense
  • Generalist Attacks = Spirit Defense
  • Mystic Attacks = Mind Defense

If there are multiple Targets the Power may hit some and not others.

Example: Player 1 uses a Power from their Primary Discipline, which is Offensive Mystic. Player 1 wants to attack 3 NPCs with a damaging 3×3 fire Power. Their Mind Defenses are: NPC 1 is 25, NPC 2 is 30, and NPC 3 is 31. Player 1 rolls an Attack roll of 13 plus their Mystic Attack Modifier of 17. This hits a total of a Mind Defense of 30. NPC 1 and NPC 2 will be affected by the Power. Player 1 missed NPC 3 and this NPC will not be affected by the Power.

No Attack Rolls Needed Against Allies

When using a Power on an ally, no Attack roll is needed. The ally can just allow the Attack to hit so that the ally character will receive the effects of the Power.

When using Powers that Heal allies, the player can opt to roll an Attack roll. The player may do this if they want a chance to Critically Heal that ally. The player risks missing, thus using up the Power, but also has a chance to Critically Heal that ally. If the player rolls a Critical Attack (20 on a d20 base) they will do the maximum amount of healing possible with this Power. This can be a great way to add some excitement and fun to the Fyxt RPG game.

Dice for a Power cannot exceed Character Level

The amount of dice that a Power can do on its own cannot exceed the character level of the character using it. This means a level 10 character can not use any Powers that have more than 10 dice of Damage/Healing they will do in a single round. Powers that do Damage over multiple rounds are calculated on a round by round basis. The level 10 character could have a Power that did 10d4 Damage a round for 3 rounds. The total Damage this Power might cause is 30 dice, but that is spread over the three round duration. Powers can have Specialties, Items, and other things that may increase the final dice used for the Power.

Power Costs are Multiplied By Duration and Targets

When designing and upgrading Powers it is important to know the cost multipliers. All of the Powers effects will be multiplied by both the Duration of the Power and the Targets. Both Duration and Target base costs also raise slightly as the Duration and Targets increases.

Use the Fyxt RPG Power Generator’s Power Cost Calculator built within it to see some of the Power Cost math as Powers are built. This should make it much easier for players to build the Power exactly how they want it.

Powers that affect Spaces must have a Shape

One of the Power Targets is Spaces. The way this differs from AOE is that AOE is always an even square in shape (3 Spaces by 3 Spaces). The Spaces Target Type is included in the Fyxt RPG Power System so players can create custom shapes to their Powers. Shapes are normally things like lines, hollow squares, cones, and other shapes. For some Target Templates visit Fyxt RPG Power Target Type page. The Shape of the Target Spaces must be chosen when the Power is created or modified. The Power’s Target Shape cannot be changed during normal game play. These Shapes can be changed when the Power is modified such as when the player levels. Powers can take on multiple shapes with the help of Specialties. Shapes should be described at the end of the Power’s description. If the character is allowed multiple shapes to Target Spaces Powers then the additional shapes should also be added to the Power’s Description.

Powers can have both Offensive and Defensive Effects

If a Power has both Offensive and Defensive abilities, the majority of the Effect’s Power Points must be spent on the type of Aggression for the Discipline. This means if the Power is for an Offensive Discipline, the majority of the Power Points Effects must be Offensive.

Character Traits, Specialties, and Items can increase base Power Points

The Character Traits for each of the disciplines changes the base Power Points that are calculated for the Discipline. By increasing a character Trait, its associated Discipline’s Power Points will increase slightly.

  • Body Trait increases Combatant Power Points
  • Mind Trait increases Mystic Power Points
  • Spirit Trait increases Generalist Power Points

Character Specialties can also increase the base Power Points to a character’s Primary, Secondary, or Tertiary Power set.

Fyxt RPG Items can affect Power Point Pools as they can grant Specialties to the character. Fyxt RPG Items can increase the base Power Points to a character’s Primary, Secondary, or Tertiary Power set.

Unused Power Points cannot be Saved or Carried Over

The Power Point Pools are not currency that can be saved and used on other Powers or at later levels. Instead, think of Power Point Pools as the maximum amount of Powers that can be created at any one time. Using 90% or more of a character’s Power Pool Points will keep the character in line, balance wise, with other characters of the same level. Having a few Power Points left over in Power Pools is common. Range is an easy way to use the last few points. Range costs 1 Point per Space below 10. If there is 4 or more Power Points left over they could be spent to add another small effect. Most effects begin only costing a few Points. This is assuming it is an Instant Duration Power or Power that hits 1 Creatures. Since effects are multiplied by Duration and Targets even a 2 Power Point Effect could be quite costly to add to a Power.

Dispel Powers can be created to remove Power Effects

These Powers will dispel a certain amount of Power Points. The amount that the Power will dispel will equal the total cost of the Power divided by the Targets hit with the Power. Powers can be built to either dispel a Penalty to an Ally or remove a Bonus from an Enemy. A Power that costs 100 Power Points that is used on a single target will need to have a Dispel Effect of at least 100. A Power that costs 100 Power Points that is used on 4 targets will need to have a Dispel Effect of at least 25 per target. The Dispel Effect is spread out the same way when determining effectiveness. If a Dispel Effect of 100 is Targeted on 2 Targets then each Target will have a Dispel Effect of 50.

A player can use an Action to identify the strength of Power Effects. The Nature, Perception, or Scholar Skill can be used to identify the type, and strength of the Power. The GM sets the check by dividing the Power Cost by the Character’s Tier. This will give them a difficulty check to identify the Power. If successful the GM should let the player know the Archetype of the Power (Combatant, Generalist, Mystic) and the cost distribution.

To be successful in removing the Power Effects the Dispel that is used must match the Archetype. If it is a Combatant only Power only a Combatant based Dispel will work. If the Power is a Combatant or Mystic Power then either a Combatant or Mystic Dispel Power will work.

Skill, Reaction, or Combat Maneuver Only Powers

A player can create Defensive Powers that will change Skill Checks, Reaction Checks, or Combat Maneuvers. These Powers  can be used at the time of the roll without using an Action of their own. These Powers can only have the ability to modify these rolls. If it has any other effect it cannot be used at the same time as a the roll. These Powers can be used on others as well if they are within range of the Power. Doing so will NOT use the Action of the aiding player that round.This is a very handy Fyxt RPG rule to be able to instantly give boosts to a character when they may be most needed. If a player is set on adding more effects to Powers than those that modify Skill Checks, Reaction Checks, or Combat Maneuvers they can certainly do so. Since they cannot be used as part of a check these Powers should have at least a 1 Round Duration so the bonus can be used in the following round.

These are the main things to consider when working with Fyxt RPG Powers. Powers in the Fyxt RPG are at the heart of what characters can do. There is nearly an infinite number Power possibilities available in the Fyxt RPG. Keep checking back on this page as it will be periodically updated with the newest and most informative guidelines and rules for Powers in the Fyxt RPG system.