Hidden 9 yrs ago Post by Leolycan
Raw
Avatar of Leolycan

Leolycan Toward an empty white throne

Member Seen 8 yrs ago

@Genni

I've already spent 9 on increasing Vex's base stats (probably should've mentioned that earlier) and have started working on traits an abilities. I've added IRIS to the CS- though feel free to request a change of wording. However... I'm drawing a blank with potential abilities at this point. Any recommendations (by anyone) would be greatly appreciated.
Hidden 9 yrs ago Post by KabenSaal
Raw

KabenSaal

Member Seen 2 yrs ago

Could try 'Motherf%&$in' Ninja!' which negates any physical defense bonus - like, watchful guard, or Shield - when Vex attacks.
1x Like Like
Hidden 9 yrs ago Post by Shadowman215
Raw
Avatar of Shadowman215

Shadowman215 The Necrotic Nerd

Member Seen 5 yrs ago

How about

Precise strikes (Trait):

When RETINA is in use, Vex can afflict the target with the Crippled which reduces attack and defense of the target by 25% for three turns.
Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

Precise strikes (Trait):
When RETINA is in use, Vex can afflict the target with the Crippled which reduces attack and defense of the target by 25% for three turns.

I'd go as far as allowing either:
  • A permanent 10% decrease in a target's Attack or Defence, which would stack on use, or
  • A temporary 25% decrease in Attack and Defence for two turns, or
  • A temporary 25% decrease in Attack or Defence for four turns.


Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

  • Recall- Energy Cost 0
    Psy-Warp removes telekinetic constructs from the area(barriers, platforms, Etc.) while regaining 1/2 the Energy she spent making it.
  • Telekinetic platform- Energy cost 3
    Psy-Warp forms a solid but small platform of TK energy which can be lifted off the ground granting the Levitating! effect providing 1/3 of her Defense in addition to the bonus from Levitating! because of movement to anyone on top of them. These are also moveable by Psy-Warp providing a means of quick travel via air but disappear if she gets KO'd.

Hows this looking so far?

I'm fine with both of these, although Recall might work better as a trait, so Psy-Warp would only have to declare that she was dispelling a construct in order to recover the Energy before taking another action in the same turn. After all she'd be stopping concentrating on maintaining the construct rather than exerting herself so it'd be unfair to make her expend her action to do it.
Hidden 9 yrs ago 9 yrs ago Post by Leolycan
Raw
Avatar of Leolycan

Leolycan Toward an empty white throne

Member Seen 8 yrs ago

Hmmm... Trying to combine the two idea, feel free to comment on possible changes.

Shinobi's Precision: Vex releases the restrictions on RETINA; who in turn allows the suit to strike harder than originally designed with devastating. This causes the suit to strike with even more power/momentum, that ignores physical protection and applies the Maimed effect- -10% ATK/-10% DEF. This strike can only be used while RETINA is active.
Hidden 9 yrs ago Post by Eklispe
Raw
Avatar of Eklispe

Eklispe SSP

Member Seen 12 mos ago

<Snipped quote by Eklispe>
Sounds good, but would it be a trait which would automatically trigger on defense, or an ability which would have to be activated first?


It would be a trait that triggers on defense. Other things

Ability:
Fuel For the Fire: Flare gains the status effect, Fueling for two turns. While Fueling any time Flare deals fire damage he gains HP equal to half the damage dealt for two turns.(energy cost: 6)

Flame Body: Flare can cause his body to generate massive amount of heat gaining the, Heated status effect. While Heated Flare deals damage equal to half his Attack to all nearby enemies.(Activate cost: 4 energy. Sustain cost 3 energy per turn after the first.

Energy Sap: Flare can concentrate and absorb heat from his surroundings causing him to gain the Charged status effect. While Flare is Charged his next ability costs no energy.(Energy cost: 2)

Trait:
Warming Up: If Flare loses energy then he gains +1 energy regeneration and +1 ATK for the next two turns, Stacks up to twice.

3 points in HP raising it to 50, 1 points in attack raising it to 8, 1 point in def raising it to 3


Hidden 9 yrs ago Post by KabenSaal
Raw

KabenSaal

Member Seen 2 yrs ago

Solid numbers on attack and defense will be left in the dust quite quickly.
Hidden 9 yrs ago Post by Leolycan
Raw
Avatar of Leolycan

Leolycan Toward an empty white throne

Member Seen 8 yrs ago

Solid numbers on attack and defense will be left in the dust quite quickly.


Yeah, kinda figured that. Why I redacted the post.
Hidden 9 yrs ago Post by KabenSaal
Raw

KabenSaal

Member Seen 2 yrs ago

Everything you cn steal from a department store.

Hidden 9 yrs ago 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

Shinobi's Precision: Vex releases the restrictions on RETINA; who in turn allows the suit to strike harder than originally designed with devastating. This causes the suit to strike with even more power/momentum, that ignores physical protection and applies the Maimed effect- -10% ATK/-10% DEF. This strike can only be used while RETINA is active.

I'd be happy with that, since you'd need to have the pre-existing status in place for it to work.

Fuel For the Fire: (energy cost: 6)

I'd charge 4 Energy for that, since you'd also need to combine it with other attacks to get the full benefit.

Flame Body:

This one's good to go.

Energy Sap: Flare can concentrate and absorb heat from his surroundings causing him to gain the Charged status effect. While Flare is Charged his next ability costs no energy.(Energy cost: 2)

This one's too powerful for only 2 Energy, since potentially you'd be able to fire off any power you wanted simply by waiting a turn. If you switched it round so that it worked similarly to Void's Void Burst, with any damage received by Flare while the power was active being channelled into powering his next attack then I'd be happy.

Warming Up: If Flare loses energy then he gains +1 energy regeneration and +1 ATK for the next two turns, Stacks up to twice.

No need to limit the stacking, the time limit will do that for you. By the time you got around to activating the power the third time the first one would already be ending.

Just to check though, the way this is written 'if Flare loses Energy...' seems to imply the trait would only trigger if Energy is taken from him. Did you also mean for it to trigger if Flare uses his Energy as well?
Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

Solid numbers on attack and defense will be left in the dust quite quickly.


That's why you can spend Skill Points to increase the effect of the ability. You can even negotiate with me to give a bigger boost than you'd be able to buy just upgrading the stats directly.
Hidden 9 yrs ago Post by Shadowman215
Raw
Avatar of Shadowman215

Shadowman215 The Necrotic Nerd

Member Seen 5 yrs ago

"HOW'D I GET UP HERE?!"
Hidden 9 yrs ago Post by Leolycan
Raw
Avatar of Leolycan

Leolycan Toward an empty white throne

Member Seen 8 yrs ago

What's the energy cost for Shinobi's Precision?
Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

"HOW'D I GET UP HERE?!"

Magic

What's the energy cost for Shinobi's Precision?

Given that it ignores Defences and inflicts a permanent debuff I'd say 5 Energy.
Hidden 9 yrs ago Post by General Scales
Raw
Avatar of General Scales

General Scales

Member Seen 4 yrs ago

Abilities-

Telekinetic Blast- Energy cost 6
Psy-Warp fires an orb of TK energy which detonates causing a Staggered! effect on stronger enemies or throwing weaker enemies causing them to begin Speeding! into the nearest surface if applicable.

Telekinetic Throw- Energy cost 4-8
Psy-Warp grabs an object or person and launches or slams it against a surface or in a chosen direction adding her own Attack to the impact with increasing cost depending on the weight and size of said projectile.

Traits-

Strong Mind Stronger Temper
Psy-Warp doesn't take kindly to anyone trying to mess with her mind reducing mind control duration by 25% afterwards gaining Psionic Anger! which switches her Attack and Defense causing her to focus her rage against the offender until they are KO'd.

Couple more ideas.
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
Raw
Avatar of knighthawk

knighthawk Djinn Jedi

Member Seen 1 mo ago

Ideas for level up
TRAITS
2 Quarterback: Allies who follow his instructions gain a +1 ATK and +1 DEF for their action.

2 Human shield: Allies may take cover behind Brick, all attacks directed at themselves now target brick instead

ABILITIES
2 Gopher hole:(4 energy) Attack action that deals no damage but Traps opponent for 1 round per point of would-be health damage, Trapped targets are unable to move from their current spot unless they can meet his defense to break free.

2 Snakebite: (6 energy) Attack action that deals full damage and Traps opponent for 1 round per point of health damage, Trapped targets are unable to move from their current spot early unless they take an additional direct damage equal to the targets own attack rating. Forced movement causes this effect as well.

Remaining 7 into Attack.
Hidden 9 yrs ago 9 yrs ago Post by Eklispe
Raw
Avatar of Eklispe

Eklispe SSP

Member Seen 12 mos ago

Ideas noted and changed appropriately, perhaps Sap could read more like this?

Energy Sap: Flare can concentrate and absorb heat from his surroundings causing him to gain the Charging status effect. While Flare is Charging his defense is halved and he gains all the damage he takes or deals during this time is taken as charge. In addition he can not use basic attacks or abilities. Flare can consume this effect to deal damage equal to the current charge he has in addition to his ATK value.(Energy cost: 6)

Also for Warming up, the reason I wrote it like was so that it applied to both energy expenditure as well as energy stealing effects.
Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

Telekinetic Blast- Energy cost 6
Psy-Warp fires an orb of TK energy which detonates causing a Staggered! effect on stronger enemies or throwing weaker enemies causing them to begin Speeding! into the nearest surface if applicable.

Would you be wanting this as a area effect ability or would it be a targeted one?

Telekinetic Throw- Energy cost 4-8
Psy-Warp grabs an object or person and launches or slams it against a surface or in a chosen direction adding her own Attack to the impact with increasing cost depending on the weight and size of said projectile.

Happy with this as it is, and I can already see you lifting the large, heavy object and tossing it the fact of the small, helpless target.

Strong Mind Stronger Temper
Psy-Warp doesn't take kindly to anyone trying to mess with her mind reducing mind control duration by 25% afterwards gaining Psionic Anger! which switches her Attack and Defense causing her to focus her rage against the offender until they are KO'd.

Nice 'Rage Beast' mode, but since mind control's a very specific ability which shouldn't crop up too often you might want to increase the trigger to any mental attack to include things like fear, panic, confusion and other psychic manipulations.
Hidden 9 yrs ago Post by Genni
Raw
GM
Avatar of Genni

Genni Mistress's Lil Plaything

Member Seen 5 yrs ago

Quarterback: Allies who follow his instructions gain a +1 ATK and +1 DEF for their action.

With this I'd recommend going with a percentage based increase, like 10% to each stat, rather than the fixed increase. Also could you add a status effect to the stat boost, like Team Player or Coordinated?

Human shield: Allies may take cover behind Brick, all attacks directed at themselves now target brick instead.

No problem with this, but again could I get a status effect to track the defended characters. Shielded would probably be the best one.

Gopher hole: ...Trapped targets are unable to move from their current spot unless they can meet his defense to break free.

I'm not sure what you mean by this last part. Would the target need to have greater Defence than Brick, or would their Attack having to be higher than his Defence?

Snakebite:

Wording's a little spotty on this one, could you change it to read:

Brick attacks on target and inflicts the Trapped status effect for the number of turns difference between his Attack and their Defence, to a minimum of 1 turn. If the target breaks out early, either through their own actions or by being forced to move by someone else, they take additional direct damage equal to their own Attack rating.


Would you need both Gopher Hole and Snakebite? They seem to have a similar effect on their targets, except Snakebite adds damage to the trap.

You could make Snakebite into a trait which would increase the effect of Gopher Hole, making that ability cause damage both from the initial attack and if the target breaks out early.
↑ Top
© 2007-2024
BBCode Cheatsheet