Hidden 9 yrs ago 9 yrs ago Post by Genni
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Energy Sap: (6 Energy)
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.

If you're going to limit Flare's use of his powers then I'd actually allow him to become On Guard (25% bonus to Defence), rather than weakening his Defence, since he'd be concentrating on absorbing energy. Also he'd be allowed to gain power from any damage received, whether it drains his Health or not, so his added Defence would allow him to draw in more power in one go without risking his Health too much.

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.

Okay, so any time Flare's Energy is reduced, either through use of abilities or enemy action, he gains the Fired Up status effect, giving him +1 Energy Regeneration and +1 Attack for two turns.

I'd limit this to only once per turn though, otherwise he'd very quickly become overpoweringly strong if facing multiple opponents, especially since his Blazing Blood would already be bouncing damage back on anyone attacking him as well.
Hidden 9 yrs ago Post by Genni
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For those of you who have finalised their upgrade decisions, please post IC as @SimplyJohn has listing what upgrades you've taken. You get to take two actions this turn, rather than the normal one, but be sure to make use of Rest and Recovery to regain Health and Energy if you need to.

And decision time, do people want to try and chase down the armoured trucks and police cars, or call the mission completed and return the Hell's Bitches to base for confinement?
Hidden 9 yrs ago Post by rush99999
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I say we call it done.
Hidden 9 yrs ago Post by Genni
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There's plenty of other mission lining up for action, so it's not like you'll get bored waiting around for something to happen. In fact there's already three new situations brewing which the RATS could be sent in to deal with, and you'll get details of those once you get back to base.
Hidden 9 yrs ago Post by General Scales
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I figured the blast would be an AoE though that might warrant an 8 cost, either way it works. As for the throw, it was my excuse to get a bit more kick out of throwing shit with some extra damage on top of it. That rage is gonna make for a hilarious time when an enemy thinks it was a good idea come to find out shes about to be their worst nightmare.
Hidden 9 yrs ago Post by KabenSaal
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Hey! Brick does not Know Himself, so his orders would be totally ignored!
Hidden 9 yrs ago Post by knighthawk
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<Snipped quote by knighthawk>
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 or Coordinated?

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

<Snipped quote by knighthawk>
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?

<Snipped quote by knighthawk>
Wording's a little spotty on this one, could you change it to read:

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.


Those all sound like good recommendations, take 2
TRAITS:
2 Quarterback: Allies who follow his instructions gain the Team Player status, Team Players gain +1/3 ATK and +1/3 DEF for their action.

2 Human shield: Allies may take cover behind Brick, Doing so grant the Shielded status. shielded targets redirect attacks to Brick instead.

2 gopher hole: Attacks deal the trapped status. Trapped targets are unable to move for a number of rounds equal to health damage inflicted.

Rocks for brains: Brick gains a +1/3 to his DEF against mental attacks.

ABILITIES:
Snakebite [indent][indent]Brick attacks on target and inflicts the Trapped status effect for 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.

5 to Attack
Hidden 9 yrs ago Post by Genni
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Defense is now 10.
Attack is now 10.
Rocksmith has learned: Guns N' Roses, Guitar Smash, Rize Of The Fenix, For The Fans, and Gotta Love The Roadies.
The energy cost for We Will Rock You and I Am The Walrus has been reduced by 1.

10 points for new skills, 4 points to upgrade old abilities, 6 points to Defence and 3 points to Attack?

Defense is now 5
Attack is now 13
Deimos has learned Hightened Chi Control, Martial Control, Must be Love

1 point to Attack, 3 to Defence and 6 for new skills?
Hidden 9 yrs ago Post by Genni
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I figured the blast would be an AoE though that might warrant an 8 cost, either way it works.

It's fine as it is, but could you make the wording something like:

Telekinetic Blast - 6 Energy
Psy-Warp fires an orb of TK energy which detonates hitting all opponents, causing a Staggered! effect on stronger enemies and throwing weaker enemies into the nearest surface with the Speeding status effect.


Gopher Hole: Attacks deal the trapped status. Trapped targets are unable to move for a number of rounds equal to health damage inflicted.

Snakebite
Brick attacks on target and inflicts the Trapped status effect for 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.

If both your Gopher Hole trait and Snakebite ability use the Trapped status effect I'm going to get confused. Could you change one of them, possibly make Snakebite's effect Clamped?

Everything else is good as it is. :)
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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Take 3
TRAITS:
2 Quarterback: Allies who follow his instructions gain the Team Player status, Team Players gain +1/3 ATK and +1/3 DEF for their action.

2 Human shield: Allies may take cover behind Brick, Doing so grant the Shielded status. shielded targets redirect attacks to Brick instead.

2 gopher hole: Attacks deal the clamped status. Clamped targets are unable to move for a number of rounds equal to health damage inflicted. Clamped status adds to the duration of other status effects

Rocks for brains: Brick gains a +1/3 to his DEF against mental attacks.

ABILITIES:
2 Snakebite (4 energy) Brick attacks on target and inflicts the Trapped status effect for 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.

5 to Attack.
Hidden 9 yrs ago 9 yrs ago Post by GodOfWar
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Seems like everybody's posting their ability ideas, might as well include mine. (I warn you, they're mostly traits :P)
  • DeathLeaper:
    Dancing about his victims, Heretic has trained himself to switch between numerous enemies, maximizing the amount of damage done by the hell-spawn on the battlefield. If Heretic successfully harms a target opponent, the next closest opponent is automatically hit by Heretic at -2 Attack. This effect does not deplete the amount of actions Heretic can take each turn.
  • 'Pain Is All I Have Left!':
    The agony Yuki has felt all his life is the only thing he has left, except for Kharn, causing him to take pride in the physical exertion he constantly inflicts on himself. Whenever Heretic is harmed by an enemy for the first time that turn, he regains 1 Health.

(Take into consideration, I will have 4 skill points left over after upgrading stats and creating traits. I will be using 2 skill points to increase the Health gain power of 'Pain Is All I Have Left!' From 1, to 2.)

  • Demon Prince; Tier I:
    Heretic's heart and soul has inherited a piece of the hate and white hot anger possessed by some major Demon Princes of Hell. Heretic's attack rating cannot be reduced to lower than 5, for any reason.




Other than that, I'll be raising Heretic's attack rating to 10 with 5 Skill Points. And with the last remaining 2 Skill Points, I'll be reducing the energy cost of Demonic Chorus from 5 to 4.

Seems good?
Hidden 9 yrs ago Post by Shadowman215
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Pitching one ability and two traits, the one is related to Scales and I's shared history.

Distortion Vortex (4 Energy):
Void bends the Space around a target, destabilizing their position in Space Time, giving them the Distorted status effect, reducing both attack and defense by 25%, and Marking them. When a target is marked, Vaerin can teleport to the target the turn after the target is Marked.

Warrior of the Void: With a newly gained Void Saber (Reference his appearance for the look of it.) He has +4 attack

Valiant Protector:
Whenever Void is near Violet, he will take any attack directed at her, making his defense take place of hers.

Hidden 9 yrs ago 9 yrs ago Post by KabenSaal
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<Snipped quote by KabenSaal>
1 point to Attack, 3 to Defence and 6 for new skills?


I thought Deimos' base stats where 1 def, 8 attack. So, 5 for attack, 4 for defence, 6 for new stats. Which makes 15, right?
Hidden 9 yrs ago Post by rush99999
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<Snipped quote by rush99999>
10 points for new skills, 4 points to upgrade old abilities, 6 points to Defence and 3 points to Attack?


Thanks for inadvertently reminding me that I still have 2 skill points.
Hidden 9 yrs ago Post by rush99999
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Must be Love: Deimos feels her heart race and her cheeks burn when Nightingale is on the field, and a longing for her when she is not.


Aww, how cute. Deimos has fallen for Nightingale.
Hidden 9 yrs ago Post by knighthawk
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<Snipped quote by KabenSaal>

Aww, how cute. Deimos has fallen for Nightingale.


And now we switch support characters.
Hidden 9 yrs ago Post by KabenSaal
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Which works, because Deimos gets +10% to ATK and DEF when Nightingale isn't there.
Hidden 9 yrs ago Post by Shadowman215
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Wait are my abilities cleared?
Hidden 9 yrs ago 9 yrs ago Post by General Scales
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Got my little trait now as well.

Psionic Intervention-
Psy-Warp doesn't like seeing her friend Void hurt badly triggering her to attack and repel if an enemy does significant damage to him.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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@knighthawk
All good here now. :)



Seems good?

Mostly good, my only concern is that Death Leaper is too powerful, as it basically gives a free attack to a second target every round for only a small decrease in overall power and you'd be able to trigger Unhallowed Presence, Hell's Lost Flame and Blood Drenched Hero twice as well.

My suggestions would be:
  • Make it so only the original attack triggers the other traits, with the second attack only damaging the target, or
  • Decrease the power of the second attack to 1/2 the Attack of the original attack instead of -2, or
  • Have Heretic be able to choose how to split his total Attack between multiple targets, or
  • Change it to an Energy 4 Ability rather than a Trait



Distortion Vortex (4 Energy):
Void bends the Space around a target, destabilizing their position in Space Time, giving them the Distorted status effect, reducing both attack and defense by 25%, and Marking them. When a target is marked, Vaerin can teleport to the target the turn after the target is Marked.

Since the Marking effect and teleportation are a separate effect to the Distortion Field they'd have to be taken as a separate skill.

I'd recommend a trait which would exploit any target who'd been Marked, allowing Void to always be able to target them no matter what environmental conditions or effects were in place, and the effect would be persistent until removed by the target's own actions or abilities. In the narrative this could be explained by Void teleporting next to them to strike at them.

You could also later go with an ability like:

Teleportation Frenzy (Energy 4)
Every target who has been Marked by Void immediately takes Health Loss equal to his current Attack. The Marked status effect is removed when this ability is used.

Which would use his space warping abilities to bypass all defences on multiple target, but would need a bit of fancy footwork for him to set up first.

Warrior of the Void: With a newly gained Void Saber (Reference his appearance for the look of it.) He has +4 attack

Could you alter the wording on this to read: "Void is now equipped with the Mystically-powered Void Saber, which grants him a +4 Attack Armed status effect."

I'm using the 'Mystically-powered' feature on equipment to note when they're indestructible by conventional means, and I wouldn't want to forget and accidentally have Void's Saber chewed up by scraplets.

Valiant Protector:
Whenever Void is near Violet, he will take any attack directed at her, making his defense take place of hers.

It might be better to make this 'Whenever Void is near Psy-Warp, any damage which would wound Psy-Warp is applied to Void instead' since Psy-Warp's Defence is better than Void's at the moment so he'd take less damage this way. It gives Psy-Warp the option of using Brick for her Defence before any wound damage would be calculated, only for Void to then leap between her and Brick should anything get past the walking wall.

With Psy-Warp's new trait this would also let her trigger a free attack more often, since anyone attacking her would be blocked by Brick, intercepted by Void and then counter-attacks by Violet as she launched her free ranged attack, before Void then returned the attack on his own turn.



Psionic Intervention-
Psy-Warp doesn't like seeing her friend Void hurt badly triggering her to attack and repel if an enemy does significant damage to him.

Nice idea, but I'd rework it slightly to read:

Psionic Intervention
Psy-Warp doesn't like seeing her friend Void hurt badly. Any time Void is attacked while his Health is less than 25% Psy-Warp may make an immediate free ranged attack against the character targeting him.

This limits the ability to only those times when Void is being directly attacked by an opponent (or Heretic) rather than triggering if he falls off a roof or anything like that, but would give Psy-Warp a good number of free attacks when Void's being overwhelmed by a horde of nymphomanic killer fairies nibbling at his... umm, 'weak point'.

Just to note, if Void is hit with an attack while above 25% Health, the skill wouldn't trigger, even if it reduced him to less than 25% or, Hades forbid, KO'd him. You could choose later to upgrade the trait, increasing how much Psy-Warp cares for her friend's safety so the skill triggers more often.
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