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That One Halfling
Crew

Territorial Wolf

PostPosted: Sun Apr 02, 2017 12:43 pm


The ranges in Unlocking [which I have to say that Dimension Door or even Portkey would work better, haha portkey] are used in a Racial Ability for an Uber Rare Race only. The ranges that are usable for that are the ranges in the non-racial list.

Powers that are not your racial powers need to be based off your item and only your item.

Lock & Keys are made of metal, allowing you the possible ability to manipulate, mold, and influence metal in a variety of ways depending on the situation at hand. This would allow for, in a narrative sense, the use of a sword.
PostPosted: Mon Apr 03, 2017 3:28 pm


That One Halfling
Hey I got a Power Over here!

Meta Name: Kylar Gatt
Race: Shadow
Stage: Adult
Item: Lock & Key

Power(s) Suggestion
Strength of Gods//Lv. 7//Passive
++ Divine/Holy// Item // Defense/Offense
++ The Key is a symbol of power given to those who rise above, standing as a shining example to others. A blessing from the heavens has enhanced Kylars body beyond that of a normal man increasing his strength without increasing mass. He holds within his body a powerful strength.
++ (Passive) Lock - +9 Bonus to Grapple Checks
01. +3 to Physical Defense & Physical Attack Rolls.
02. +4 to Physical Defense & Physical Attack Rolls.
03. +5 to Physical Defense & Physical Attack Rolls.
04. +6 to Physical Defense & Physical Attack Rolls.
05. +7 to Physical Defense & Physical Attack Rolls.
06. +8 to Physical Defense & Physical Attack Rolls.
07. +9 to Physical Defense & Physical Attack Rolls.
08. +10 to Physical Defense & Physical Attack Rolls.
09. +11 to Physical Defense & Physical Attack Rolls.
10. +12 to Physical Defense & Physical Attack Rolls.


Barrier//Lv. 7//Active
++ Divine/Holy// Item // Defense
++ A second gift from the heavens, a small number of unseen disks encircle Kylar shielding him from attack. They slowly feed off of his divine energy restoring themselves after shattering.
01. +1 to Defense Roll. 1d6 to Defend.
02. +2 to Defense Roll. 2d6 to Defend.
03. +2 to Defense Roll. 3d6 to Defend.
04. +3 to Defense Roll. 4d6 to Defend.
05. +3 to Defense Roll. 5d6 to Defend.
06. +4 to Defense Roll. 6d6 to Defend.
07. +4 to Defense Roll. 7d6 to Defend.
08. +5 to Defense Roll. 8d6 to Defend.
09. +5 to Defense Roll. 9d6 to Defend.
10. +6 to Defense Roll. 10d6 to Defend.


Contract with the Damned//Lv. 5//Passive
++ Necromancy/Death// Item // Defense/Offense
++ After crossing the threshhold to the underword, Kylar has made a pact with the spirits on the other side.
++ (Passive) Power Share - While using a necromancy power, Kylar regains 1 Energy per round.
++ (Passive) Arrangement - Chains of the Damned are given a target when summoned. Once Target has fled, been rendered unconscious or someone else becomes helpless the chains take on a will of their own. After an above condition is met, they target the person with the lowest HP, friend or foe. Unconscious targets it will attempt to grapple before dragging them through the portal ending the duration early. Chains of the Damned acts indipendantly.
++ (Limitation) Receive a penalty of -20 when attempting to defend another against Chains of the Damned. (Kylar)
01. +1 to Necromancy Rolls
02. +2 to Necromancy Rolls
03. +2 to Necromancy Rolls
04. +3 to Necromancy Rolls
05. +3 to Necromancy Rolls
06. +4 to Necromancy Rolls
07. +4 to Necromancy Rolls
08. +5 to Necromancy Rolls
09. +5 to Necromancy Rolls
10. +6 to Necromancy Rolls


Chains of the Damned//Lv. 7//Active
++ Necromancy/Death/Metal/Dimensional// Item // Offense
++ The dead are given keys so that they may open the doorway into the underworld. The key does just that, opening a doorway to the underworld. The spirits within seek to draw in poor souls and attempt to split the spirit from the body and riding the vessel to freedom.
++ (Passive) After Summon, must follow Contract of the Damned Rules.
++ (Specific Limitations) Attempts to grapple a target upon KO, if not removed with a contested roll it then drags the target into the underworld. Target is removed from combat. With OOC and Admin permission the soul is stripped from the body and a spirit rides the body back into the world of the living. Without OOC consent or Admin approval, the target awakens in a nearby graveyard or at a loved ones grave sight. Six hours have passed, the Target is fully healed and has braved the terrors of the underworld. It feels like weeks have passed since the target left even though it's only been six hours. Only 1 person can be successfully dragged to the underworld per day.
++ (Specific Limitations) Enter the Underworld - 7/Day Teleport within current level’s range or use 3 uses at once to a specified spot. Bringing along people expends HP (20HP per additional person). If he tries to teleport to a specific spot without having 3 uses, he takes 25 damage per use he's missing.
++ (Specific Limitations) Form of the Dead - 2/day Take on the form of a nearby spirit or soul for up to one hour.
01. 1d6 Damage, Range: 15ft, Radius: 1ft; Duration 1 Round.
02. 2d6 Damage, Range: 30ft, Radius: 5ft; Duration 2 Rounds.
03. 3d6 Damage, Range: 45ft, Radius: 10ft; Duration 2 Rounds.
04. 4d6 Damage, Range: 60ft, Radius: 15ft; Duration 3 Rounds.
05. 5d6 Damage, Range: 90ft, Radius: 20ft; Duration 3 Rounds.
06. 6d6 Damage, Range: 130ft, Radius: 25ft; Duration 4 Rounds.
07. 7d6 Damage, Range: 180ft, Radius: 30ft; Duration 4 Rounds.
08. 8d6 Damage, Range: 230ft, Radius: 35ft; Duration 5 Rounds.
09. 9d6 Damage, Range: 300ft, Radius: 40ft; Duration 5 Rounds.
10. 10d6 Damage, Range: 360ft, Radius: 45ft; Duration 6 Rounds.


Otherworldly Bindings//Lv. 5//Active
++ Necromancy/Death/Dimensional// Item // Offense
++ Fulfilling his part of the deal, Kylar feeds the strength of his opponents to the spirits in the underworld. Chains burst forth ensnaring a target and sapping it's strength.
++ (Passive) Outside of combat, the chains may be used to suppress a willing targets power. The chain can be removed at will by the target to remove the suppression.
++ (Passive) Can be extended by taking hold of the chains as they are cast. While held, Kylar may not attack the target.
01. Paralysis for 1 Round (3 if Held) and gives target -1 Defense for duration.
02. Paralysis for 2 Round (4 if Held) and gives target -2 Defense for duration.
03. Paralysis for 2 Round (5 if Held) and gives target -2 Defense for duration.
04. Paralysis for 3 Round (6 if Held) and gives target -3 Defense for duration.
05. Paralysis for 3 Round (7 if Held) and gives target -3 Defense for duration.
06. Paralysis for 4 Round (8 if Held) and gives target -4 Defense for duration.
07. Paralysis for 4 Round (9 if Held) and gives target -4 Defense for duration.
08. Paralysis for 5 Round (10 if Held) and gives target -5 Defense for duration.
09. Paralysis for 5 Round (11 if Held) and gives target -5 Defense for duration.
10. Paralysis for 6 Round (12 if Held) and gives target -6 Defense for duration.


Soul Manipulation//Lv. 5//Active or Passive
++ Necromancy/Death/Divine/Holy/Dimensional/Soul// Item // Defense/Offense
++ Due to damaging his soul when he overloaded it, there is small gap that Kylar must fill using his own power or anothers to become complete.
++ (Passive) See and Hear Souls/Spirits
++ (Passive) 1/Day Out of Combat, Kylar may spend 1 Hour changing the soul in use.
++ (Passive) Each Soul is represented by a weapon that changes the damage type Kylar does.
++++Kylar - Chain - Physical(Bludgeoning)
++++Ashral - Sword - Physical(Slashing)
++ (Limitation) Only 1 Soul may be active at power level, or highest level they knew before becoming a soul whichever is lower.

Kylar
01. +1 to Necromancy
02. +2 to Necromancy
03. +2 to Necromancy
04. +3 to Necromancy
05. +3 to Necromancy
06. +4 to Necromancy
07. +4 to Necromancy
08. +5 to Necromancy
09. +5 to Necromancy
10. +6 to Necromancy


Ashral
01. Blood Favor
02. Blood Favor
03. Blood Favor
04. Blood Favor
05. Blood Favor
06.
07.
08.
09.
10.


Unknown//Lv. 5//Active
++ Mystery// Item // Defense/Offense
++ The Lock and Key both represent mystery, the unknown or the unseen. Kylar is well guarded, his secrets difficult to draw from him against his will and if you look away for even a moment he can vanish without a trace.
++ (Passive) +9 to Deception
01. Invisibility for 1 Round, Perception to detect, +1 Attack if unnoticed.
02. Invisibility for 2 Round, Perception to detect, +2 Attack if unnoticed.
03. Invisibility for 2 Round, Perception to detect, +2 Attack if unnoticed.
04. Invisibility for 3 Round, Perception to detect, +3 Attack if unnoticed.
05. Invisibility for 3 Round, Perception to detect, +3 Attack if unnoticed.
06. Invisibility for 4 Round, Perception to detect, +4 Attack if unnoticed.
07. Invisibility for 4 Round, Perception to detect, +4 Attack if unnoticed.
08. Invisibility for 5 Round, Perception to detect, +5 Attack if unnoticed.
09. Invisibility for 5 Round, Perception to detect, +5 Attack if unnoticed.
10. Invisibility for 6 Round, Perception to detect, +6 Attack if unnoticed.

x SYoukai x

Normal Human


Bastetris

Divine Fox

PostPosted: Mon Apr 03, 2017 4:11 pm


strength of the gods - seems good! I'd write in the passive to scale with level but that's not _mandatory_ just something I would personally do.

barrier - is a defensive ability - the system is built for one attack, one defense, one movement a round, and I'm not going to pass anything that tries to get around that - without heavy, heavy considerations into how it impacts the game. ( and make the power very under-powered to compensate for it. )

I also don't see how charges are involved with it? if you want to explain that - I don't see anything about it being limited charges, or how those mechanics would work.

contract with the damned -
stamina recovery is heavily in testing at the moment, I'll ok it for now with the cravat that if stamina recovery gets removed from the game outright - that'll have to be taken off as well.

Passives are also always on, so in regards to chains being summoned to grab onto people - that sounds very much like a active power

Chains of the Damned - We don't _currently_ have non-combat powers figured out _yet_ that said - if it's a non combat power it by it's very nature can not also be a offensive power.

And if we go through with the idea of making non-combat powers stamina free, then that's a very relevant tag that needs to be taken off.

It also seems to be the obligatory attack power so ... I don't understand why it's on there.

And again you mention uses and I don't see anything about limited uses so I'm very confused about what mechanics you are referring to

Otherworldy Bindings - We don't currently have numbers for debuffs - and while the numbers are small enough I don't see a problem with approving it, it's still worth mentioning - once we get debuff numbers added in you would be expected to use the new numbers instead.

And again this is very much a combat ability, so the non-combat tag is not appropriate for it.

Soul Manipulation - I need a lot more clarification on this - like, a looooot. You don't mention in the current form it using others powers but given the previous form I assume that's still what it's intended to do? And to that end the same problems that existed with that still need answered - in particular - what is in place, mechanically, to prevent you from creating a soul collection which gives you a unfair advantage over others by having access to more powers then anyone else.

Unknown - seems good! like with strength of the gods I personally would write the passive in to scale with level, but it's not mandatory.

one last note - the system only currently allows for two self-buffs on a action - I mention this because I could see something like Soul Manipulation ( +4 ) Contract with the Damned ( +4 ) Strength of the Gods ( +9 ) coming up if you decided to say, grab one of the chains of the damned and hit someone with it. In such a case you would only use the highest two modifiers. It's not something that needs to be fixed on the sheet but something I wanted to make you aware of.
PostPosted: Tue Apr 04, 2017 10:40 pm


Clockwork Divinity


Non-Combat Tags removed due to misunderstanding the tag as powers usable outside of combat.

Barrier fixed, Active takes defensive action

Contract stamina recovery removed if stamina recovery gets scrapped, got it

Contract Passive, Passives are always on I understand. That's why the contract passive has the rule for how summoned chains act. The chains it references are the ones summoned with Chains of the Damned, Active power.

Otherworldly Bindings, Once Debuff numbers are hashed out these will change in line with the new system, Understood.

Soul Manipulation, "there is small gap that Kylar must fill using his own power or anothers to become complete" Still intended for soul swapping, his own soul was hashed out mechanically for a default in case of a lack of possessed souls. Limiting factor of once per day to swap, with an hour cast time. So changing within combat will be impossible unless 600 Consecutive rounds are spent just focusing on the swap, an unlikely possibility.

Stacking Concerns.
Strength of the Gods is a bonus to Physical Attack only. While the chains from Chains of the Damned could in theory be grabbed by Kylar their damage source is Metal, Necromancy, Death and Dimensional. They do not deal Physical(Bludgeoning) to gain the bonus. The chain Kylar uses if he has his own soul as the active one has Physical(Bludgeoning), but does not have Necromancy. So the two don't interact. I am aware however with only two buffs that should the day come where something is both Physical and Necromancy that only the two highest sources will stack and only up to the cap of 24.

x SYoukai x

Normal Human

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