|
|
|
|
|
|
Posted: Sun Dec 16, 2007 1:35 am
Menvra Does that half damage include damage done by combat dice. Because if it does I think you are under estimating the value of Shadow Strike. Take for example the character Daustua she hits for between 12-26 damage. With shadow strike she could hit for between 6-13 another independent target. But the ap cost is too much. But I agree it should only cost 1 ap. Perhaps Radryn would be so kind as to give an example of Shadowstrike in action.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 1:44 am
Player a attacks monsters b and c. Player attacks for 12 including his dice roll and uses the action shadowstrike. This is all targeted toward monster b, with the secondary target of monster c. After resolving monster b would receive 12 ((if it had no defense or dice) while monster c would receive 6. ((this is being rather lowish considering the dice roll was added as well to the total which could mean high or low amounts depending.))
|
 |
 |
|
|
|
|
|
|
|
|
Master of Gladiators rolled 1 12-sided dice:
8
Total: 8 (1-12)
|
|
Posted: Sun Dec 16, 2007 1:47 am
So is this correct?
Player A has an Attack Stat of 4 vs target B's Defense Stat of 0. Player A roll his combat dice, resulting in an 8. Adding the Attack Stat bonus to the Combat Dice roll, player A does 12 points of Normal damage to target B. Player A then uses Shadowstrike, hitting target C for 6 Special damage.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 1:58 am
Looks correct to me. Any problems or questions?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:01 am
Radryn Tiaos Looks correct to me. Any problems or questions? Seems balanced to me. The only problem I have left before finalization is: Pawn* You may sell your items actions or spells to the black market for a minimal price. Those items will then go on sale of the same quantity. Luck* Up to ten ranks per level in the thieves guild. Allows you to improve your chances when pawning or purchasing in the black market. Black market (Guild shop): (prices still to be determined finally) What are the final Stats for these?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:04 am
I guess I didn't really understand what you meant with the whole roll a hundred sided die for pricing. If you could make it a bit clearer I'd apreciate it.
|
 |
 |
|
|
|
|
|
|
|
|
Master of Gladiators rolled 1 100-sided dice:
26
Total: 26 (1-100)
|
|
Posted: Sun Dec 16, 2007 2:07 am
Alright. Say an item has a base price of 500 chips. The member seeks to sell it on the Black Market, rolling a d100 to determine it's discounted value in the eyes of the Thieves Guild. The roll comes up at 26; the percentage value of the item in question. The Minimum Value could be set at 25%, so you would add the results of the roll to the base of 25, for a end result of 51% total value. Therefor, the Thieves Guild would buy the item for 255 chips. (51% of original 500 chip value) You could specify that any item offered to the thieves guild is considered sold; no coming back later and trying again for a better deal.
And with the Luck Ability, for each rank of Luck you would add 10% to the sell roll, and subtract 10% to the buy roll. I would suggest a Maximum of 5 ranks, receiving the first with membership, with an incremental CP cost factored by 2 for each rank thereafter. (2 for the second rank, then 4, 8, 16)
Or you could set the base sale price of an item at 50%, adding the results of the die roll to the base, for an adjustment range of 50-150% of the base price. It really depends on how greedy you want the Thieves Guild to be. So the same 500 chip item, with the same roll of 26, could be bought for a mark up of 76%, or 1030 chips. (at the 25% base, it could be bought for 755 chips)
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:38 am
Edited my last revised stats on the previous page to include this. To think some people complained about math before... xd
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:44 am
Radryn Tiaos Edited my last revised stats on the previous page to include this. To think some people complained about math before... xd Such are the requirements of chance... mrgreen But, I'd say that looks like an Organization worthy of submission! Now I can go to bed... gonk
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 11:50 am
Can we submit more than 1?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 12:12 pm
Thank you for the critisims... However please wait... Still revising with the thoughts in mind. Team damage/Stat based
Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based. item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary Hp), or a cunning lycan (+3 to magic, +3 combat dice, and 10 temporary Hp). Please note that this can only be done once per engagement, and you must unequip items worth 4E. If this cannot be done, you do not gain the temporary Hp, and your stat gain is reduced to half, round down. This is the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY. Make: Status effect items. ((Cures, 'poisions', actions, and spells which cause status effects.))
Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. So long as you are a member of this organisation, you will regenerate 1Hp for every 5 attack damage you do.
Purchasable Skills: Pack Instinct: CP3. When you gain a team attack on one or more targets, both you, and your comrade(s) who are attacking the same opponent recieve a +8 attack bonus each. This bonus can only be used on the team attack. May only be tooken once
Fernis-crippler: CP5. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'.
Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 6 for each purchase. Max purchase times: 3.
Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each, for each purchase in this skill. You may only take this skill once.
Lycan's Resistance: CP3. Cut attack and magic damage down by 2 for each purchase. However, you are dealt 4 unblockable damage every time you are attacked with a silver weapon. When tooken multiple times, you resist 2 extra points of attack and magic resistance. However, you are dealt 4 more damage when attacked by a silver weapon. You may only take this 5 times.
Lycan's Metal: CP2. Morphs your equipment to fit your transformed body; negates the equip need in transformation.
Skoll's Regeneration: CPX. The first purchase of this skill is 2, the next, 4, the next, 8, and 12. This gives you more Hp per puchase, when Lycan's Regeneration is activated. The extra Hp gained is equal to how many purchases you make with this skill. This also allows Lycan's regeneration to activate with magic damage. Can only be purchased 4 times.
Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited acess to the clan unless they join. Feral were-wolves are tooken in by this clan. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order.
~+~ Organization Wares
*Puchasable by outsiders (non-lycanthropes who know of this place)
Town Alchemist-Consumables-
Wolf-bane poision- 400 chips. Use on lycanthropic enemies to force opponent out of Lycanthropy. 100% for minor. 50% for characters and luitenants, 25% for bosses.
*Minor Nightshade poision- 200 chips. Deals 2 damage every turn for 4 turns. 50% chance to poision minor enemy. 25% chance to poision lieutenant/characters. 0% chance to poision boss. Gives status effect: minor poision
*Nightshade poision- 350 chips. Deals 5-10 damage every turn for 4 turns. 100% chance to poision minor. 50% chance to poision lieutenant/characters. 25% Chance to poision boss. Gives status effect: poisioned.
Deathly Nightshade poision- 400 chips. Deals 10-15 damage every turn for 4 turns. 100% chance to poision minor. 50% chance to poision lieutenants/characters. 25% Chance to poision boss. Gives status effect: Gravely poisioned.
*Night-bane- 250 chips. Cures minor poision and poisioned status effects.
*Greater Night-bane- 300 chips. Cures Gravely poisioned status effect, minor poision status effect, and poisioned status effect.
Forgery-Items-
Cat-claw- 400 Chips E4. +2 Attack, +25% chance of dealing poision ((Not a pun, merely thinking of those martial art, assasin-ey glove-like weapons with the blades on it))
*Greatsword- 500 Chips E5. +5 attack
*Halbert- 500 Chips E5. +2 Attack, effect whiplash.
Ring of Foresight- 350 Chips E1.
Guard House-Actions-
*Pounce ((If Fargore allows... Due to the point brought up by DM acolyte Menvra))- Costs 250 chips
*Deliver Poision- 300 chips. (2 AP) Use a poision on an enemy.
Gruella tactics- 400 chips. (4 AP) Negate attacks this round equal to your combat dice score, divided by 4, round down.
Whirlwind slash- 350 chips. (3 AP) Deal special damage equal to x3 your attack score, divided how you wish, to a total of 3 enemies. You may spend an adittional AP to be able to target 1 more person. Damage stays the same however.
*Take-down- 350 chips (2AP) Deal special damage equal to your attack. Also, this stop target from using spells or actions for this round. Acts like a stun. (Stun-bolt for warriors... Just to even out the field allitle)
*Focus Energy- 350 chips (3AP) Sacrifice x amount of Mp to gain a equal ammount in attack next round. You must sacrifice atleast 3 Mp to activate this. And you can only sacrifice as much Mp as you have points in combat dice. Please not that the attack bonus lasts for the rest of combat. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediatly dispelled when your attack score decreases. You cannot use Mp from the party-pool.
Focus Willpower- 350 chips (3AP) Decrease either magic or attack, to boost your defense by the same ammount next round. You cannot use both stats. You must decease either stat by atleast 3 to activate this. This boost lasts until the end of combat, and your stats return to normal in the end of combat, or when your defense is decreased. Please note that you cannot decrease attack or magic below zero, re-using this simply replaces the bonus, and the ammount you can sacrifice is equal to your combat dice.
Shaman's Spire-Spells-
*Heal- Costs 350 chips.
*Stun bolt- Costs 450 chips.
Ritual of the Blood- Costs 400 chips. (3Mp, 5+ Hp) You may boost your magic stat by sacrificing Hp. The ammount boosted is equal to the ammount sacrificed. The Hp sacrificed must be equal, or greater than 5, and you cannot sacrifice Hp you will lose or gain this round. Also, you can only sacrifice Hp equal or less than your magic score.
Frost Impalement- Costs 350 chips. (2Mp, 2Ap) Deals magic damage equal to your magic score, plus your attackscore, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic and resistance to attack. Magic shield has no effect. This is a spell, and does magic damage. All abillites, actions, or spells that are not mentioned here, count this as magic damage from a spell.
Fimbulwinter- Costs 500 chips. (5Mp) Select a number of enemies equal to your 1/3 of your magic score. These select people can only attack others who attack them, and cannot use defender, or any target actions (ie. Punch, smash, stunning blow). Spells, and self effecting actions work normally. Adds status effect: Pinned. Acts like a stun
Essense-Cannon Costs 400 chips. (3Mp 5+Hp) Deal magic damage to one opponent equal to triple your magic stat, plus 1 extra magic damage for every Hp you sacrifice to activate this spell. You must sacrifice Hp equal or greater than 5, however, you cannot sacrifice Hp you will heal/regenerate, or Hp you lose from damage. You may only sacrifice up to your magic stat in Hp at one time.
*Entangle- Costs 300 chips. (4Mp) Lower a target's combat dice roll to the minimum for this round. An additional entangle casted on an already entangled enemy simply deals damage equal to the caster's magic score. Counts as a stun. Adds the status effect: Tangled.
Cure poision- Costs 200 chips (2Mp) Removes the poisioned and minor poision status effect. Spend an additional Mp to cure gravely poisioned status effect.
~+~
Feral Were-wolf (untransformed) [18] (Much of the generic quests they will give out will have something to do with these.)) A- 4 (6) D- 2 C.D- 2 (1d6) M- 0 L- 6 (30) Equip- 4 Items- Feral bond (E2, Acts like tribal bond), longsword Abillities- Lycan's Regeneration Actions- Smash, stunning blow, taunt. Spells- N/a
A person who has unwillingly become a were-wolf through accidental blood exchange in the heat of battle. They are mostly bandits, maurauders, and travelling merchants who have been attacked by more hostile clans, or even another wild running lycanthrope. The Fimbult clan have been trying to provide home and tutelage to many of these uncontrollable, and instictive bretheren. There seems to be an influx of feral activity however, as more and more clans go out of hiding.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 12:45 pm
Anti-Heal, Damage based
Dark Order Of Ecydia Holds the Key of Evil and Destruction
Ecydia, Goddess of Death and Destruction, Is a minor god. Thus she reqiures all of her Clerics to wreak havoc and destruction in her name. Clerics of Ecydia use there "Holy Symbols" to cause unspeakable horrors for those who harness the healing power of light. The Dark Mother has also been known to grant the powers of Dark Magic, and the most well known are said to be able to controll Demons and Undead and fight even after they have died.
Item: Holy Symbol Of Ecydia: EQ4, While equiped, anyone who uses a spell/action/or ability to heal, takes damage equal to half the amount healed. This is direct damage that can't be stoped in any way. (Note, Items still funtion normally, as well as any Ability with the "Wicked" Descriptor.)
Make: Wicked items. SKILLS: Dark Aura: 2CP Anytime you would sustain damage, cause 2 special Damage to the the person who damaged you. (5 Ranks Max)
Chosen of Evil: 6CP Once per combat, gain control of any undead or demon whose CP is equal to, or less than, half of your total CP for one round. You may reselect targets of attacks/actions/spells for that creature. Does not work on luitenents or bosses.
Deaths Respite: 4CP Anytime you die, you may act for one addtional turn. This only works in combat, and you can't be the target of any healing spell/action/ability/or item. (1 max Rank)
Wicked Heal: 3CP As Heal ability, but not subject to HP loss from any "Holy Symbol of Ecydia."
Wicked Aura: 4CP Heal 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia."
Evil Magic: 1 CP Add +2 Special damage to all of your damaging spells. If your damaging spell can select multiple targets, you must select one target to recieve all special damage from Evil Magic. (5 Ranks Max)
SHOP: Spells for sale: Figure of Death: 6MP: 25% chance to instantly Kill one monster. Does not Work on characters, luitenents, or bosses.
Actions for sale: Bleeding Wound: 2AP: Cause the amount of damage done to an enemy from a normal attack again for another 2 rounds. This counts as normal damage, but is not blocked by defense or combat dice. Resistance works as normal.
Items for sale: (AP) Wicked: 1 CP, use and pay CP cost to convert one heal ablility to "Wicked Heal" ability.
Example of Wicked Items: To cause damage or stop people from healing.
-Barbed Dart: E1, Consumable; Target takes 1 direct damage this turn and 1 additional direct damage every turn for the rest of combat. This dmage can not be healed untill the end of combat.
-Anit-Potion Smoke Bomb: E2, Consumable; Anyone taking a potion this round has its effect nullified untill the end of the round. People that have already taken potions in previous rounds are uneffected.
Ok so what do you think of that one then? A clerical group who worships an evil god, hellbent on the destruction of all things holy!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 1:48 pm
Whew a lot to review. As interesting as the chance based pawn shop is I don’t think it will apply very well in actual game play. It was said that once you begin to sell an item they cant go back on the sell if they don’t like the rolls. However what about buying them? A guy wants to buy an item worth 100 chips. It gets marked up to 200 chips. He only has 150. Does he just come back and try again for a better value later? Is that item fixed at 200 for him every time he comes back to try in buy it? If that is the case why doesn’t he just have his characters friend come in and try to buy it for a lower price and then he sales it to his friend. I think a fixed value system would be best and most fair. Thieves who take ranks in the skill could get a slightly better fixed value then the rest. Ok now on to Random Mistakes spells. random mistakes Frost Impalement- Costs 350 chips. (2Mp, 2Ap) Deals damage equal to your magic score, plus your attackscore, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic. Magic shield has no effect. This counts as a spell for the sake of stuns and magic damage for the sake of spells, abillities, and actions not listed here. I don’t like how this magicly gets through Mana shields. I don’t think that’s fair and fits into the game mechanics. Mana shields are just temp hp points that already have a way of being negated through a timely stun. Does this spell do magic damage, special, normal? You need to clarify that. Judging how it it is affected by denfce it apers to be normal damage to me. I also belive it should be classified as an action rather than a spell judging by what it does. random mistakes Fimbulwinter- Costs 500 chips. (5Mp) Deals damage equal to 1 and 1/2 of your magic score, to a number of opponents equal to your 1/3 of your magic score, round down. These people can only attack people who are attacking them, and cannot use Defender. However, actions and spells work normally. Gives status effect: Pinned. Works like a stun. This is like a more powerful Flame Burst with a stun added in. Not allowing things to attack unless they are attacked is practically a pounce and I don’t think this spell And I don’t see any justification for this spell blocking defender. Flame Burst x1.5 alone = 4.5 mp, Not counting ap costs of stuns. I know there is a restriction of !/3 your magic score but I don’t think it is enough. Again I think you are trying to make a single spell do too much. random mistakes Stun-claw- Costs 400 chips. (4Mp) Deal damage equal to double your magic-score, and stun the enemy, causing them to not be able to use actions, and attack. The damage is affected by Combat dice, however, the stun still affects the target even if they can negate damage. Too powerful. Make it either stop actions and spells or an attack. Not both and not a choice between the two. That would make it a more powerful stun bolt. random mistakes *Entangle- Costs 300 chips. (3Mp) Lower a target's combat dice roll to 1 for this round. An additional entangle casted on an already entangled enemy simply deals damage equal to the caster's magic score. Counts as a stun. Adds the status effect: Tangled. Too cheap, it would need to cost more like 5 mp to be fair with other stat reducing spells, especially if it always reduces to 1 and is not tied to magic ore anything, which I would suggest you do. Also to both Radryn and Random Mistakes. You might want to check with Fargore before you offer his pounce spell which is currently only available in the ticket shop.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:17 pm
ninja Are you trying to kill us healers, AMP? ninja You have some pretty wicked abilities that could really KO a healer very quickly, especially a healer who could not attack anything.
I'm currently working on an organization of my own and I will post it once I balance it a little more.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 16, 2007 2:20 pm
Okay, for frost impalement its the abillity magic shield. NOT MANA SHIELD. Magic shield is the abillity which negates 5 points of damage to allies. It goes through there, but at the cost of being affected by resistance to attack and magic... Oops... I'll put the attack resistance part in. It says "Magic damage for the sake of spells, abillities, and actions not listed here." But I just changed that to something more readable. Anyways, the reason I put blocked by attack defense and such is because it would be over-powered for me to use just magic defenses. Anyways... It's not an attack, it's basically what D&Ders would say is a touch based spell. Look at my character, an even 6 in both magic and attack. If I used it, I would do (6+6)x2 damage which means 12x2=24dmg. That's abit over powered. Sooooo... Because you have to land a sucessfull strike with the hand, you have to contend with defense and C.D and the resistance... BUT because it does not fly through the air... Magic shield doesn't work in it because it is guarded by your body until it is released onto the opponent. SO if I can do 24 dmg. Against an opponent who has 4 in Defense, rolled 3 in combat dice, and has resistance to attack (2)... Then I'd do 13 dmg... Which is actually pretty good. Infact, this spell is mostly for killing people with a weak defense. Fimbulwinter... Well, if the "can only attack people who attack you, how you gonna defend someone else" logic kinda popped into my head. Anyways... Damage was there as a second thought. I'll look into that.
Stun-claw... Stun-claw... I think I'll separate this into two things. A stun spell, and a Mp and AP based counter-part to frost impalement. Anyways it does not stop spells. Only actions and attacks... Kind of a fighter killer due to mages being wiped out by a single stunning blow and attack... While all those warrior types simply lose smash.
Entangle... Yah... I was wondering that. Most people dont really have much of a C.D though... I'll look into that.
And yes... I'm getting pissed about the darn dungeon...
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|