Since 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
Powers can have both Offensive and Defensive Effects
Character Traits, Specialties, and Items can increase base Power Points
- 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
Dispel Powers can be created to remove Power Effects
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
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.