Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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EDIT: Okay, done. And with that said, I should ask: will it be possible to increase either energy capacity or energy regeneration through stat points? That'd add a couple new dimensions to stat allocation.

It says in the thread header no to that:

Both the maximum Energy and its regeneration can be modified by traits, but not by StP

You'd have to use a 'Trait' perk to alter your Energy, but can't change it with stat points. Something like 'Battery Compartment: Increase Maximum Energy by 10' or 'Draw Capacitors: As long as Energy level is above 4, regenerate 2 Energy per turn instead of 1' or something similar to that. You might even be able to get away with something like 'Energy Leech: If you get attacked by the enemy, gain 2 Energy'.

A better way would be to create a skill which is based off of other attributes, like Nightingale's (@Genni's) Combat Triage. She can increase the effectiveness of the ability by spending skill points on her Attack, getting more healing each time she spends the same amount of Energy.
Hidden 9 yrs ago Post by Behemoth542
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@babbysama Then, healing an (ATK/2) rounded up works for you? A 4 energy cost seems right for me, along with a 2 turn cooldown




@Genni@Penultimate_Pi@SimplyJohn@BCTheEntity are accepted. Post your guys in the character thread.




Yeah, I changed the Energy values, to make it simpler, both for me and the players, to keep track of the values. I forgot to mention that, sorry.
Anyway, when me and Babbysama finish kinking out his character sheet, I'll start the game.
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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Post your guys in the character thread.

Done

Anyway, when me and Babbysama finish kinking out his character sheet, I'll start the game.

@Babbysama Will your ability just be a heal for yourself, or something that will work for allies as well, like Nightingale's Combat Triage?
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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@Behemoth542

I was thinking of making combo attack traits for Bumblebee, something like:

Supersonic: The turn after Bumblebee used Up, Up and Away her defense is doubled for that turn only.
Boom: The turn after Bumblebee triggers Supersonic she automatically scores a hit on all enemies equal to her base Defense value.

How would that fly with you? :)
Hidden 9 yrs ago 9 yrs ago Post by Genni
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@Behemoth542

I was thinking about debuffs to use against opponents like:
  • Parasitic Infection: Cost 4; Target automatically takes 1 damage at the beginning of the turn. This effect may stack with multiple applications.
  • Sedative: Cost 5; Target's actions become groggy, reducing Attack by 1. This effect may stack with multiple applications.
  • Head Trauma: Cost 3; Nightingale targets an attack at an opponent's central nervous system, causing 1 damage and preventing them from using any abilities on their next turn.
  • Transfusion: Cost 4; Nightingale may either transfer upto 5 Health from herself to an ally, or if a target has been Sedated then Health equal to her Attack rating from that target to an ally instead.
  • Salt In The Wound: Cost 3; May only target an opponent who's already been damaged by Nightingale. That target takes the same amount of damage again this turn.

Also she could have medical treatment abilities:
  • Combat Stims: Cost 3; Increase either Nightingale's or one ally's Attack by 2 for 2 rounds. After that reduce their Defense by 2 for 2 rounds.
  • A Little Pick-Me-Up: Cost 3; Double either Nightingale's or one ally's Energy regeneration rate for the next 2 rounds. Then reduce their Energy regeneration rate to 0 for 2 rounds.
  • Medi-Vac: Cost 8; Remove Nightingale or one ally from the battle and immediately restore all their Health and Energy. They may not rejoin the fighting again until the beginning of the next battle.
  • Quarantine: Cost 4; Double the Defense of Nightingale or one ally for the next 2 rounds. During that time the target may not use any attacks or abilities which target anyone other than themselves.
Hidden 9 yrs ago Post by SimplyJohn
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@Genni

That's quite a few powers you have there. It may take a while to level up enough to afford them all. :)
Hidden 9 yrs ago Post by Behemoth542
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@SimplyJohn Considering the fact that Bumblebee jumped off, I think it might be better to get a dodge chance instead of doubled defense. Maybe increase the chances with it? Base percentage + x%/currentDEF sounds good to me.
The other one is fine.




@Genni Depending on the strength of the debuff, they'll have a long, average or short timer. I also like how your abilities have some kind of drawback too. Nice kink.
For Salt on the Wound, I'm assuming the damage repeated will be the one of the previous attack made by Nightingale.
Hidden 9 yrs ago Post by SimplyJohn
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@SimplyJohn Considering the fact that Bumblebee jumped off, I think it might be better to get a dodge chance instead of doubled defense. Maybe increase the chances with it? Base percentage + x%/currentDEF sounds good to me.

Wouldn't '/currentDEF' reduce the ability's effectiveness if I upgraded Defense?

Base percentage + x%/currentDEF
if Base percentage = 10%, x = 50, Current DEF = 2
then 50% + (50)%/(2) = 50% + 25% = 75%
if Current DEF = 3
then 50% + (50)%/(3) = 50% + 16.66% = 66.66%

It might be better to scale the effect directly with Defense instead, for instance:

Base percentage + 10(currentDEF)%
if Base percentage = 10%, Current DEF = 2
then 50% + 10(2)% = 50% + 20% = 70%
if Current DEF = 3
then 50% + 10(3)% = 50% + 30% = 80%

The other problem is that if the ability is making her supersonic Bumblebee wouldn't be able to dodge very much, since she'd be forced to fly really fast in a straight line to avoid getting torn apart by turbulence, and so wouldn't be able to dodge an incoming attack. However her sheer speed would mean the majority of incoming attacks would cause less damage due to the atmospheric lensing from her intense speed, up until she broke the sound barrier and got the Boom.
Hidden 9 yrs ago 9 yrs ago Post by BBeast
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This sounds like fun, and not too time demanding. I'd like to join in if that's not a problem.

Name: David Pierce
Gender: Male
Skills: Quick Draw - Allows Pierce to perform a bonus attack action on his turn. Triggering this skill or using the bonus attack does not consume Pierce's action. Energy Cost: 5
Traits: Nil
Stats: 15 / 2 / 5
Level: Level 1, 0/50 XP
Last modification: Sheet created - 7/6/15
First skill changed from Assassinate to Quick Draw - 8/6/15
Edited Quick Draw from a reaction to a bonus attack - 8/6/15

What do you think? Another skill I'm considering is: Quick Draw - Allows the user to perform an additional attack action in the same turn as another action. Energy Cost: 5
What do you think of them? Have I got the energy costs balanced? Should I use that second skill as my first?
Also, I'm guessing that using skills takes up an action.

Hidden 9 yrs ago Post by SimplyJohn
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What do you think? Another skill I'm considering is: Quick Draw - Allows the user to perform an additional attack action in the same turn as another action. Energy Cost: 5

I think it's good overall but the Quick Draw ability would be worthless since you'd have to spend your turn activating the ability in order to gain an extra attack in the same turn, rather than simply attacking without spending any Energy.

Perhaps change it to something like:
Quick Draw: Cost 5; Reaction, when an enemy attacks David he may perform a counterattack before resolving any incoming damage or effects.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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Skills: Assassinate - Performs an attack action on a target, but ignores their defense stat, instead doing damage as if they had zero defense. Energy Cost: 7

Assassinate sounds like a good balanced skill, but it may be a little overpriced given that it only does basic damage on the first, fifth, twelfth and nineteen rounds.

@Behemoth542 Quite an important question which I don't think has been raised yet: Does Energy and Health get replenished between battles, or will we have to fight on with the same levels we finished the previous fight with when facing a new opponent?

Similarly, do abilities and effects lasting more than one round carry over to the new battle? If an enemy struck a character with an ability which would stun them for four rounds just before being killed, would it be one round against the dead enemy, one round for the post-battle upgrades and then two rounds at the beginning of the next fight before the character recovered.
Hidden 9 yrs ago Post by BCTheEntity
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<Snipped quote by BBeast>
Assassinate sounds like a good balanced skill, but it may be a little overpriced given that it only does basic damage on the first, fifth, twelfth and nineteen rounds.


I disagree with your sentiment. Yes, it's relatively weak at the start of the game, but that's a skill that completely ignores defense, in a setup where enemies are likely to have escalating degrees of defensive potential as they get more powerful. That's going to get monstrously powerful over time, if David focuses largely into attack, and remember that EXP from attacking is based on whatever isn't blocked, so use of a skill that negates damage reduction also accelerates his experience gain over time compared to other people. Just saying.
Hidden 9 yrs ago Post by Genni
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@BCTheEntity And here I was thinking you were all about powerplaying.
Hidden 9 yrs ago 9 yrs ago Post by BBeast
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@Genni,@BCTheEntity, I think I'll save Assassinate for a later level. It's not too much use near the start of the game, although will be potent later on.

<Snipped quote by BBeast>
I think it's good overall but the Quick Draw ability would be worthless since you'd have to spend your turn activating the ability in order to gain an extra attack in the same turn, rather than simply attacking without spending any Energy.

Perhaps change it to something like:
Quick Draw: Cost 5; Reaction, when an enemy attacks David he may perform a counterattack before resolving any incoming damage or effects.


I'm sure I could rephrase Quick Draw in such a way so as to make it work properly as a bonus attack. Although, your suggestion is also a good one. I think I might take that one.
"Quick Draw - Used as a reaction when Pierce is attacked or targeted by an ability. Pierce launches a counterattack against the attacker before any damage or effects on Pierce take place. Energy Cost: 5"

I have other skills in the works which I have been thinking about. Not as urgent as my first skill, but I may as well put them out in the open and they might be balanced by the time I actually need them.


On using skill points to unlock skills and traits, how much do they cost? Is it 1 point for all? Will stronger abilities/traits require extra skill points as deemed appropriate?
Hidden 9 yrs ago Post by Behemoth542
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@BBeast Let's see if I get your definition of "Reaction" properly:

1. Enemy targets Pierce
2. Pierce's reaction triggers
3. Pierce's reaction takes effect
4. Enemy's action takes effect.

If that's the correct order of events, then I have a problem regarding on how it activates. The way it seems to be, the skill acts by itself, so it should be a trait; a passive ability. One that consumes energy whenever it activates. So, here are my solutions:


  • Leave it like that, but as a trait that you can later get.
  • Turn it into something that, when activated, gives you a temporary buff that will allow you to react to certain conditions.


On the account of skill points, I was planning on it to vary depending on how strong the skill/trait is. Upgrades would also be possible, normally consting another skill point(s).




@SimplyJohn If your problem is with the turbulence and the other things, then there are many other things to have in account (like inertia, if she goes supersonic she would need to stop somewhere to go back to normal, and depending on how strong that brake is, she would either go too far away from the place, or receive body damage due to a sudden reduction).
However, there's the thing this isn't a very realistic setting; having in mind that the game combines Sci-Fi and Fantasy elements, Bumblebee's body could have been modified to sustain the turbulence, either before the current time in-game, or by the hands of BattleCorp™'s scientists and surgeons.




@Genni Unless otherwise stated in the game, your health and energy replenishes. Buffs and debuffs also dissapear.
As an alternative, I was thinking to have a turn or two without an enemy instead. In that time, they would have special actions (rest, chat, examine, etc) that would normally not be avialable in a fight.
Hidden 9 yrs ago Post by BBeast
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@Behemoth542, Fair enough. On considering your feedback, I think I shall save that reaction ability for another time (I feel that being a trait which drains energy could be problematic, so I'll probably use a skill which provides a buff allowing him to do that), and change Quick Draw back into a bonus attack.
Hidden 9 yrs ago Post by Behemoth542
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Alright then. Approved.

I'll also wait around 12 hours before starting the game, in case @babbysama wants to change anything.
Hidden 9 yrs ago Post by Genni
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@Genni Unless otherwise stated in the game, your health and energy replenishes. Buffs and debuffs also dissapear.
As an alternative, I was thinking to have a turn or two without an enemy instead. In that time, they would have special actions (rest, chat, examine, etc) that would normally not be avialable in a fight.

I think the 'rest period' idea would be good, since players could then choose to Rest and regain health or Recover/Eat/Meditate to recover energy.

If a player hadn't taken much damage or used much energy they could instead Interact with the fallen enemy in order to gain bonus XP or possibly a bonus to their abilities for the next battle, which would then reward players who'd performed well taking the enemy down quickly without taking much damage, and give players who'd been more defensive or not been targeted by the enemy a chance to gain some XP as well.

Plus if anyone wants to spend the time making out with Nightingale in the medical tent they're more than welcome, for a modest fee.
Hidden 9 yrs ago Post by BCTheEntity
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@BCTheEntity And here I was thinking you were all about powerplaying.


Wow Genni, ruuuuuuuuuuuuuuude. Metar's definitely not making out with Nightingale in the medical tent now. I mean, he wouldn't have anyway, there isn't enough time for that in just a couple of free turns, but GOOD GOD, you don't just ASK people if they're powerplaying. (Though on a serious note, there's powerplaying on the one hand, and then there's making sure people aren't stupidly underpowered for no good reason on the other. I simply try to ensure a balance between the two.)

@BBeast Yyyyyeaaah, alright... would still suggest not scaling it to ignore 100% of enemy armour the way you have. But that's a personal opinion.
Hidden 9 yrs ago Post by babbysama
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I'm actually going to have to drop out of this. Sorry for the late notice! Best of luck to you all.
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