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Long Time no post!

10/4/2017

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Been a long time since our last update, we've been busy little worker drones. Been slapping on the last essential parts of the rules and really digging deep into the powers. Here's a taste of what we've done with gravity and light control.

Gravity
Grav Well: The character can create gravity wells, pockets of distorted gravity that either increase or decrease the effects of gravitational fields in their range. In an increased gravity field; increase the strength requirements of lifting objects, reduce Athletics for determining movement speed and reduce jumping distance all by [Threat Level] die steps. In a decreased gravity field; reduce the strength
requirements of lifting objects, increase jump distance and reduce Exhaustion severity all by [Threat Level] die steps. These can only exist within the character's [Power Range]. The gravity well also shifts the relative position of "Down" as it becomes the point that gravity pulls to in its range of influence. This field influences out to a range of [Threat Level x4] yards.

The character may have a maximum of [Threat Level x2] stationary gravity wells existing at one time. Only one of these gravity wells can be the "Dominant" well (determining the position of "Down") while the others serve as satellites to extend the field of the influence for the dominant well by pulling  those caught in their range towards "Down" regardless of that well's position.

Light
Invisibility: Enemies suffer from Blind effects when targeting whatever the character has made invisible, increase the blindness penalty by [Threat Level] before subtracting Awareness

Minor visual illusions: Create a nearly perfect visual illusion. The illusion cannot be larger than [Threat Level] on size chart, the illusion can only exist in Close range to the character but costs no charges to keep active. To pierce through the illusion is as difficult as piercing the character's invisibility (see above). The illusion is a social weapon that deals [Threat Level] BF mental damage. If the illusion is physically interacted with, the illusion will fall apart. If the illusion is spontaneous and created in front of the target, reduce the difficulty to pierce it by half (before adding Awareness to calculation). To have the illusion move or have moving parts, a charge must be spent.

We're now making a demo of the game, we're hoping to get it out before the end of this year. Stay tuned for more info!

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