Omnessence Cost Guidelines |
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Geoza incorporates some additions and changes to the standard ARIA Omnessence cost guidelines. This listing includes all of the standard ARIA costs, with changes or additions as applicable. | ||||
Scope | Potency | Intricacy | ||
Omnessence Effect Levels and Cost Ranges | ||||
Slight | 1-3 Omnessence | |||
Moderate | 4-6 Omnessence | |||
Impressive | 10-20 Omnessence | |||
Epic | 21-35 Omnessence | |||
Mythic | 36-50 Omnessence | |||
Scope | |||||
Form / State | Paradigm is affecting a State (default for Conjuration, Divination, Manipulation) | 1 | |||
Paradigm is affecting a Form (default for Creation, Destruction, Transformation) | 3 | ||||
Base Scope | Basic Range, Area, and Duration values | 2 | |||
Range | According to Origin / Paradigm | varies | |||
Area | According to Origin / Paradigm | varies | |||
Duration | According to Origin / Paradigm | varies | |||
Potency | ||||||||
Conflict | Each Attack Modifier value | 3 | ||||||
Each Defense Modifier value | 3 | |||||||
Causes target to make some kind of Trial | varies according to Trial | |||||||
Direct consequences of Trial failure | ||||||||
Unwilling action, passivity (fatigue, sleep, paralysis, etc.) | Moderate | |||||||
Physical or Psychological Harm (Shock, Trauma) | Impressive | |||||||
Serious Harm (Wound, Insanity, etc.) | Epic | |||||||
Fatal or nearly Fatal Harm (Aging, Death, etc.) | Mythic | |||||||
Default Difficulty of Trial | ||||||||
Routine (5) | Slight | |||||||
Moderate (10) | Moderate | |||||||
Challenging (15) | Impressive | |||||||
Difficult (20) | Epic | |||||||
Formidable (25+) | Mythic | |||||||
Enhancement / Hindrance | Each rank improved / hindered costs a number of Omnessence Points equal to the Interaction Point cost required to purchase the new rank (effects that decrease abilities incur costs as if the adept were increasing the rank by the amount it is to be reduced). | |||||||
Eliminating an existing hindrance is possible (used for healing effects to eliminate wound penalties - full healing requires that all Hindrances from a Wound be eliminated) | 3 x Hindrance value | |||||||
Granting new abilities is possible, some examples: | ||||||||
Slight | ||||||||
Moderate | ||||||||
Impressive | ||||||||
Epic | ||||||||
Mythic | ||||||||
Fundamental Inertia | This category applies to both physical and psychological "movement" of all kinds. | |||||||
Effect is complementary to target's State (slight change in temperature or direction of movement) | Slight | |||||||
Effect causes a minor alteration to target's state (simple suggestion, causing movement where none existed before) | Moderate | |||||||
Effect causes a significant alteration to target's state (an action opposed to nature or inclination) | Impressive | |||||||
Effect causes a major change to target's state (life-risking action or actions) | Epic | |||||||
Effect causes a fundamental change to target's state | Mythic | |||||||
Size | Up to 50% larger or smaller than original size | Slight | ||||||
Up to 100% larger or smaller than original size | Moderate | |||||||
More than 100% smaller than original size | Impressive | |||||||
Up to 500% larger than original size | Impressive | |||||||
Up to 1000% larger than original size | Epic | |||||||
More than 1000% larger than original size | Mythic | |||||||
Imagery | Illusionary images of: | |||||||
Flux, Spirit | Slight | |||||||
Matter | Moderate | |||||||
Organic | Impressive | |||||||
Reality | Epic | |||||||
Intricacy | ||||||
Nature of Change | If alteration is within a Dominion, apply value once. If altering from one Dominion to another, apply both initial and target Dominion values. | |||||
Flux | Slight | |||||
Matter | Moderate | |||||
Will | Moderate | |||||
Organic | Impressive | |||||
Spirit | Impressive | |||||
Reality | Epic | |||||
Sentience | Costs apply to both progression and regressions (for regressions, use cost of initial state) | |||||
Non-sentient or partially sentient | Slight | |||||
Sentient | Impressive | |||||
Hyper-sentient | Epic | |||||
Penetration | Effects penetrate (pass through) Spirit, Will, or Flux barriers | Moderate | ||||
Effects penetrate Matter barriers | Impressive + Affinity | |||||
Effects penetrate Organic barriers | Epic + Affinity | |||||
Effects penetrate Reality barriers | Mythic | |||||
Creation / Restoration | Effects create an elementary construction (restoring a broken glass, healing a light wound, or creating a simple energy construct) | Slight | ||||
Effects create a more complicated Matter, Organic, or Flux element (creating a table and chairs, recreating a complex sound or music, healing a wound) | Moderate | |||||
Effects create very intricate elements (complex illusions from Spirit, healing broken bones / severe wounds, creating Reality constructs) | Impressive | |||||
Effects create almost anything except complex sentient organic beings (major healing, etc.) | Epic | |||||
Effects create anything within the bounds of the Origin | Mythic | |||||
Destruction / Depletion | Normally, this would fall within the bounds of Potency, above. Sufficient power to overcome the innate structure of the target would be necessary. | |||||
Detection / Divination / Sensitivity | Effects target: | |||||
Will, Organic, Matter (non-living matter) | Moderate | |||||
Spirit, Flux | Impressive | |||||
Reality | Epic | |||||
Depth of Contact | Surface (scanning for general emotion, etc.) | Slight | ||||
Casual (general information) | Moderate | |||||
Intent (specific information requiring some coercion of subject, or overcoming barriers to knowledge) | Impressive | |||||
Deep (extensive specific information or insight) | Epic | |||||
Total (no secrets are withheld, all information available is known) | Mythic | |||||
Target Familiarity | Very familiar | Slight | ||||
Somewhat familiar | Moderate | |||||
Unfamiliar | Impressive | |||||
Components | Thought only | Slight | ||||
Visual, audible, or other elements | Slight per added element | |||||
Energy | Elemental effects are present (i.e. fire acts like real fire, not just power that appears to be fire). | |||||
Earth, Water, Fire, Air (Sound) | Moderate | |||||
Spirit, Force, Electrical, Chemical | Impressive | |||||
Perception / Illusion | Effects target one element of perception (one sense) | Slight | ||||
Effects target two elements of perception (an illusion that can be seen and heard) | Moderate | |||||
Effects target three elements of perception (an illusion that can be seen, heard, and felt) | Impressive | |||||
Effects target four or more elements of perception (a nearly perfect illusion, or nearly complete undetectability) | Epic | |||||
Effects target any conceivable combination of elements | Mythic | |||||