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Hidden 9 yrs ago Post by SimplyJohn
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I don't who Scott Pilgrim is, so I'm just gonna say no.

The full movie, courtesy of YouTube!

Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>
The full movie, courtesy of YouTube!



It doesn't let you watch it unless you pay for it.
Hidden 9 yrs ago Post by Genni
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Sigma has learned Bullet Barrage: (Cost: 4) Sigma locks on a target and attacks it three times, dealing damage equal to the current Attack value. All attacks are affected by any kind of modifier. After using Bullet Barrage, Sigma is unable to attack for one turn.

Nice ability, but could you change it slightly so it works with a status effect?

This wording should do:
Bullet Barrage: Cost: 4 Ebergy
Sigma locks on a target and deals three standard attacks to it. After using Bullet Barrage, Sigma is inflicted with the Out of Ammo status effect, forcing it to reload on the following turn.

It doesn't let you watch it unless you pay for it.

Here's the important part:

Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>
Here's the important part:



I think @SimplyJohn meant this part:
Hidden 9 yrs ago Post by Behemoth542
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@Genni The thing I want is a debuff that impedes Sigma from attacking for a turn. Any kind of offensive action would be impossible to do not because of lack of ammo, but because of the weapon overheating. Running out of Ammo for Sigma would mean going back to an ammo depot and loading it up, as it works similar to direct ammo feed (like a bullet belt for a machine gun).
Hidden 9 yrs ago Post by Eklispe
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Sigma is inflicted with the Over Heating status effect and must spend the next turn cooling down before he can attack?
Hidden 9 yrs ago 9 yrs ago Post by Eklispe
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New Skill

Fireball: Flare concentrates and blasts an enormous ball of fire exploding and dealing the damage of a conventional attack to all targets in a large area. [Energy: 6]

New Trait

Flame body: Any heat based damage that would be dealt to Flare is instead converted directly into HP. However he now suffers 50% more cold damage.

+5 hp
Hidden 9 yrs ago 9 yrs ago Post by Genni
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@Genni The thing I want is a debuff that impedes Sigma from attacking for a turn. Any kind of offensive action would be impossible to do not because of lack of ammo, but because of the weapon overheating. Running out of Ammo for Sigma would mean going back to an ammo depot and loading it up, as it works similar to direct ammo feed (like a bullet belt for a machine gun).
Sigma is inflicted with the Overheating status effect and must spend the next turn cooling down before he can attack?

That would work too, just as long as a status effect of some sort would be in play for me to use as part of the round resolution process.

I only used the 'Out Of Ammo' status because that's one which has already appeared in the game and has the same effect as you were describing, but if you'd like to use a different name then that's fine too. :)

Fireball: Flare concentrates and blasts an enormous ball of fire exploding and dealing the damage of a conventional attack to all targets in a large area. [Energy: 6]

If you're wanting a full damage field effect attack then it'd have to be a little more expensive unless you put some sort of limiting effect on it as well.

You could either put the cost up to 10 Energy, spend another Skill Point and lose the +5 Health upgrade you'd be wanting or add a status effect like 'Extinguished' which would prevent you from attacking until you'd spent a turn reigniting your powers. I would use the term 'cooldown', but I think in this case 'heat up' would be more appropriate.

Flame body: Any heat based damage that would be dealt to Flare is instead converted directly into HP. However he now suffers 50% more cold damage.

No problem with this, but if you're adding a cold vulnerability I'd also be willing to allow you to absorb 1 Energy each time Flare was hit by a heat-based attack as well.

Also could you make the vulnerability '50% (rounded down)', to make the maths a little easier for me? :)

I think @SimplyJohn meant this part:

...no giant electric monkeys fighting double-headed dragons..?
Hidden 9 yrs ago Post by Eklispe
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Alright, booted energy cost to 10 and added the energy regain to Flame body.
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Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>
...no giant electric monkeys fighting double-headed dragons..?


Well we could do that as well. Actually, I might as something like that as an ability the next time I level up.
Hidden 9 yrs ago Post by GodOfWar
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Sorry for not being on today guys, very busy. But I'm here now.

I Am The Walrus - Energy Cost: 2 - 10
Rocksmith plays a tune on his magic guitar that turns a single enemy into a walrus and renders them incapable of fighting. All other status effects on the target are cancelled and the target may not use any abilities or traits while transformed. The target remains a walrus for 1 turn for every 2 points of Energy Rocksmith uses when activating this skill.


Rush... Not only is that a beetles reference, it is also the best ability ever created...
Hidden 9 yrs ago Post by Eklispe
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Also updated CS.
Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>

Rush... Not only is that a beetles reference, it is also the best ability ever created...


I knew someone would get the reference.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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@knighthawk
You've only mentioned Brick taking one action IC so far, but should I take it that he's also Trained to gain his two new skills?

Also, I edited the report entry after Brick's search to note that he found three loaded Pistols and a Smoke Bomb left behind by Gungirl 1. At the moment Brick would be carrying these items but can pass any of them to the other party members at any point without having to spend an action.

While held the Pistols give this ability:
  • Pistol - Energy Cost: 1
    The Hero draws a pistol, gaining the Armed status effect which replaces their own basic Attack rating1 with a rating of 4 and disables all abilities which would normally require targeting an opponent. Abilities which target a friend are unaffected.
    During their turn an Armed Hero may choose to use a Full Auto attack, emptying their clip into their opponents. All enemy targets suffer an attack at 1/2 the Hero's Attack rating which can be defended against as normal and disables the Armed status effect, forcing the Hero to discard the pistol.

While held the Smoke Bomb gives the ability:
  • Smoke Bombs: - Energy Cost: 2
    The Hero tosses a homemade smoke bomb into the middle of the room, inflicting the Disorientated status effect which reduces Attack and Defence by 1/3 (rounded down) of the Hero's Attack on everyone, even themselves. This status effect lasts for two turns before the smoke clears.
1 - Basic Attack rating is the rating which appears on the Hero's CS, before any buffs or debuffs are applied. Any status effects already affecting the Hero would remain, unless they were directly linked to the Hero's usual weapon, such as Sigma's Primed status effect which affects the ammunition he's currently loaded with.
As a side-sidenote, if Sigma used his
'Incendiary Rounds' ability while Armed with pistol, the pistol would gain the Primed status effect if he wanted it to be, otherwise he could discard the Armed status effect in favour of switching to his basic Attack instead. Similar rule applies for all other weapon-based skills.

@Behemoth542@SimplyJohn Since you've both only Trained in IC at the moment you could both choose to take an action at this point as well. For instance, Recuperate to regain Energy, Investigate to try and earn bonus XP or head outside to interact with the police, medics or freed hostages.

I knew someone would get the reference.

Coo coo cachoo
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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@knighthawk
You've only mentioned Brick taking one action IC so far, but should I take it that he's also Trained to gain his two new skills?

Also, I edited the report entry after Brick's search to note that he found three loaded Pistols and a Smoke Bomb left behind by Gungirl 1. At the moment Brick would be carrying these items but can pass any of them to the other party members at any point without having to spend an action.

While held the Pistols give this ability:
  • Pistol - Energy Cost: 1
    The Hero draws a pistol, gaining the Armed status effect which replaces their own basic Attack rating1 with a rating of 4 and disables all abilities which would normally require targeting an opponent. Abilities which target a friend are unaffected.
    During their turn an Armed Hero may choose to use a Full Auto attack, emptying their clip into their opponents. All enemy targets suffer an attack at 1/2 the Hero's Attack rating which can be defended against as normal and disables the Armed status effect, forcing the Hero to discard the pistol.

While held the Smoke Bomb gives the ability:
  • Smoke Bombs: - Energy Cost: 2
    The Hero tosses a homemade smoke bomb into the middle of the room, inflicting the Disorientated status effect which reduces Attack and Defence by 1/3 (rounded down) of the Hero's Attack on everyone, even themselves. This status effect lasts for two turns before the smoke clears.
1 - Basic Attack rating is the rating which appears on the Hero's CS, before any buffs or debuffs are applied. Any status effects already affecting the Hero would remain, unless they were directly linked to the Hero's usual weapon, such as Sigma's Primed status effect which affects the ammunition he's currently loaded with.
As a side-sidenote, if Sigma used his
'Incendiary Rounds' ability while Armed with pistol, the pistol would gain the Primed status effect if he wanted it to be, otherwise he could discard the Armed status effect in favour of switching to his basic Attack instead. Similar rule applies for all other weapon-based skills.

Yes, assume he has trained as well. As his upgrade to his power and his trait are both passive, there isn't much to say about them until they are put to use.
Just to check, Brick picks up the gun, gining armed andsetting is attack to 4, he then uses stone skin for weaponized to raise his attack by 5 from 4 to 9, or does armed supersede weaponized?
Hidden 9 yrs ago Post by Genni
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  • Unconfined Rage - Energy Cost: 2
    The burning, devilish gore lust inside Heretic grows to an enormous amount, allowing him to twirl through battle in a blinding set of claws and blood much faster then the average humanoid. Next round, Heretic may take one extra Action in addition to that round's base maximum amount of Actions.

Nice idea, but if the ability just gives Heretic an extra action in the following turn you'll end up spending 2 Energy and one action this turn in order to trigger two actions the turn after, overall spending 2 Energy and getting no extra opportunities to attack. The only advantage would be the extra +1 XP for using a demonic ability.

I'd suggest either increase the cost to 4 Energy and gain the Rushed status effect granting two extra actions the following round, or keeping the cost as 2 Energy change the trigger time so that Heretic may immediately use two extra actions the same turn Unconfined Rage is triggered.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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Just to check, Brick picks up the gun, gining armed andsetting is attack to 4, he then uses stone skin for weaponized to raise his attack by 5 from 4 to 9, or does armed supersede weaponized?

Brick's already picked up the Pistols and he's carrying them in whatever he uses for carrying things. If he chooses to draw a Pistol then his basic Attack would change from 1 to 4. If he used 'Stone Skin' and became Weaponised he'd then gain an extra 5 Attack giving him a total of 9 Attack. He'd lose the option to use any abilities to attack an opponent directly while using a Pistol, but since he doesn't have any abilities which target opponents I don't see that being a problem.

Also, if Brick was already Weaponised when he decided to draw the Pistol he'd still get a +3 boost to his overall Attack, since his basic Attack would be affected by the equipped weapon and the buff would remain in play for however long it had left.

There's no disadvantage for Brick carrying the three Pistols and the Smoke Bomb, although I'll probably introduce a plot development at some point to stop him simply lugging them around permanently if he's not choosing to use them. Or he could sell them and get himself something better after the mission when the team returns to base. In my opinion looting fallen enemy's supplies would be a Lawful action, since you wouldn't want to leave them around for some kid to find.
Hidden 9 yrs ago Post by Genni
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Could I just ask everyone to give me a list of the upgrades they're taking for their level up? Just the Health, Attack and Defence upgrades as well as the name of any skill will do. I just want to make sure you've all spent your 5 Skill Points, unless you want to hold on to some for later.
Hidden 9 yrs ago Post by knighthawk
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<Snipped quote by knighthawk>
Brick's already picked up the Pistols and he's carrying them in whatever he uses for carrying things. If he chooses to draw a Pistol then his basic Attack would change from 1 to 4. If he used 'Stone Skin' and became Weaponised he'd then gain an extra 5 Attack giving him a total of 9 Attack. He'd lose the option to use any abilities to attack an opponent directly while using a Pistol, but since he doesn't have any abilities which target opponents I don't see that being a problem.

Also, if Brick was already Weaponised when he decided to draw the Pistol he'd still get a +3 boost to his overall Attack, since his basic Attack would be affected by the equipped weapon and the buff would remain in play for however long it had left.

There's no disadvantage for Brick carrying the three Pistols and the Smoke Bomb, although I'll probably introduce a plot development at some point to stop him simply lugging them around permanently if he's not choosing to use them. Or he could sell them and get himself something better after the mission when the team returns to base. In my opinion looting fallen enemy's supplies would be a Lawful action, since you wouldn't want to leave them around for some kid to find.


Yay lawful justification!
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Yay lawful justification!

That's for Lawful Good.

Lawful Evil would just say they're commandeering the supplies for the Greater Good, and you'll thank them for it later. Lawful Chaotic would just say "Guns! Cool."
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