After 3 months in development, hopefully it will have been worth the wait: The Powers System#958
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…lekinesis in a relatively simple form.
… error, woopsies.
… made Theologist + Revered work.
…is, added fun to levitate.
… actions. Adds an extra commander power that makes enemies vulnerable.
… system and instead distinctly as a root, allowing future roots to deviate.
…mponents. Adds support for adding resistances to exisitng spells in a clean way. Channel Blood now does a BEAM on mobs. Fixes validation not checking on species change.
…ars on medscans. Has support for multiple roots now. Second root added that uses substances for recovery. Scrying now has an incrementing cost the longer you use it.
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Additional work has happened, whilst this is mainly systems work to make sure that they're both up to snuff code-wise and a bunch QoL, it is also to make a lot of previously mono-root paths now have the space to add custom roots. I've added one root each just as examples.
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added 16 commits
June 15, 2026 13:51
…orph ones with a coatover of paint.
…heOneAndOnlyCreeperJoe/DopplerShift into powers-requirements-validation
…b belongs in a path, changed the logic in examine texts to use it.
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About The Pull Request
Adds the Powers system to Doppler, a heavily debated topic for several years in the community that is meant to propel Doppler deeper into the Science Fantasy genre by giving people unique powers and capabilities that vastly exceed the standard round start power, managed by a point system.
The sheer amount of added content is massive, and whilst this design document goes in-depth, below is it in quick summary.
Adds the roundstart system to prefs, allowing you to tweak your character with various powers, choosing from 2 out of 9 paths.
Thaumaturge
Using an overarching system of spell charges, which are replenished by sleeping, the Thaumaturge has to plan their magic around their plans, as well as needing to dress like a wizard to gain power.
Enigmatist
Won't be included upon release, will come later, specialized in runes and transmutation magic.
Theologist
Driven by conviction, these holy men are empowered by their good deads. Split into 3 distinct paths, each seperated by a powerful healing spell and various subpowers.
These powers grant the Theologist piety, which they can use for various other powers.
Psyker
Wielders of great minds, they can exert their will on reality itself using the power of their mind. The only thing holding them back is the strain on the body, regulated by an unique organ. Uses a stress system with negative effects if one overindulges their powers.
Cultivator
Aligned with the natural resonant energies around them, Cultivators draw power from themselves and their environment. They use a special resource called Energy, which builds through either meditation or being near their relevant element, such as a Shadow Walker Cultivator gaining Energy while in darkness. This resource is spend to enter a heightened state called Alignment, granting armor bonuses and strong unarmored strikes, alongside other bonuses.
Finally, a generic energy dash power lets them dash to their cursor, automatically pathfinding to the target location, whilst in alignment.
Aberrant
A collection of creatures with odd traits, these come in three, non-mutually exclusive categories.
Anomalous, which are creatures with odd, paranomal traits.
Beastial, which has a massively increased list of things they can eat. Most powers cost hunger.
Monstrous, which are sturdy and morph their body into deadly weapons.
Some powers are shared between Monstrous and Beastial
Warfighter
They are the Human Fighter of powers. Good at fighting and most combat related antics. Has three distinct categories.
Commander, which buffs other people with various abilities. gaining bonuses if they're in the same department or the user is a head of staff.
Martial Artist, which specializes in unarmed striking.
Equipment Specialist, which specialize in using specific items and weapons to their advantage.
Expert
Various non-magical powers that offer strong utility to your character.
Augmented
I never asked for this. Augmented changes the body with augments, both standard ones and special premium augments, with the latter having special quality mechanics that have to be maintained for optimal performance.
Standard augments also provided include various toolset implants, eye huds and other various misc implants.
Other Stuff
Why It's Good For The Game
This has been the number one most popular and most requested feature for Doppler (unironic), and will send us fully into the Science Fantasy realm. It has been wildly requested by most of the playerbase, the Board and more.
The previous system was not even wholy implemented, an unfinished draft that had changes many times until at last ending up in this state.
I don't think I need to elaborate much more on this.
Testing Evidence
With several members of the Board as my witness, there were two testing sessions hosted to check for bugs and odd interactions, including one just a week ago.
Changelog
🆑
add: Adds the Powers system, a massive overhaul to player power and granting them unique thematic abilities.
add: Adds support to the Security Records to list all these new powers.
del: Removes Telekinesis from the Genemodded Quirk
del: Removes the Permitted Cybernetics quirk
del: Removes the Telepathy quirk (the mutation and QoL still exists)
/:cl: