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Re: PbP Interest Check(And OOC Thread)
Ooh, that sounds fun.
Ooh, that sounds fun.
Well, that kind of has been the defining feature of bastard swords in fiction and RPG's ever since AD&D in the 1980's.Wait, so that means a two-handed sword has the specific requirement of being used in both hands, while the bastard sword does not? That sounds weird.
Technically you could...You cannot wield your hand in your other hand.
There's already a skill for increasing the ranged of ranged weapons, and I'm uncertain as to what the rest of them are. To me, they mostly look like things desired for characters with mutations, which would bar most characters from them outright. If that's the case, then most of these would be more likely to get implemented in mutations than skills. And percentages are confusing to work with when they aren't 50%, which is identical to division by 2.Hawk Eye(Activate) Increases the range of your range weapons by X yards.
Wing Clip(Activated) Maims the enemy, reducing the target's movement speed by 50% for 1 or 2 rounds.
Improved Wing Clip(Activated) Gives your Wing Clip ability a X% chance to immobilize the target for 5 sec.
Wyvern Sting(Activated) A stinging shot that stuns the target for 2 rounds. Any damage will cancel the effect. When the target wakes up, the Sting causes 3d12 damage over 3 rounds .
Viper Sting (Activated) Stings the target, draining 15 EP over 3 rounds, and energizing the character equal to 300% of the amount drained. Only one Sting per character can be active on any one target.
Chimera Shot (activated) You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:
Serpent Sting - Instantly deals 8 EP of the damage done by your Serpent Sting.
Viper Sting - Instantly restores EP to you equal to 60% of the total amount drained by your Viper Sting.
Scorpid Sting - Attempts to Disarm the target for 3 rounds. This effect cannot occur more than once per 6 rounds.
If they're skills dedicated purely to 2 handed blunt weapons, why not just take Whirlwind and Supreme Might from the Heavy Weapons skill list? Unless you intend to redesign the entire skill system for me, of course.Two-Handed Blunt Skill Tree
Whirlwind (Activated) – The character attacks all enemies within range of them, but take a -10 penalty to attack rolls, damage, and Dodge until their next turn. They attack with both weapons, if they have two. Requires Two Weapon Fighter OR Heavy Weapon Specialist.
Supreme Might (Activated) – The character can trade points from their attack roll for additional damage. These points are traded at a 1 to 1 rate, and the character cannot trade more than 20 points per round. Requires Heavy Weapons Specialist.
Golf Swing (Activated) - The character attacks with an upwards swing at a single opponent, suffering a penalty to his/her attack roll and dodge until their next turn. If successful, the target is knocked back and makes a resistance check against the damage dealt. If failed, they are knocked prone. (I'm thinking damage dealt for the chance to be knocked prone, since tougher, heavier enemies shouldn't be pushed around so easily, while a squishy enemy is lightweight and can easily have this happen to them.)
Ground Slam (Activated) - Forsaking damage, the character strikes the ground with all their might, sending a shockwave that knocks anyone close by prone unless they pass a resistance check. (I'm thinking the range on this one to be 5-10 Feet, so targets need to be fairly much in melee range. Mainly for situations when a large cluster of enemies are around you.)
Stunning Blow (Activated) - (Akin to the unarmed fighter's ability, which forsakes damage and to-hit in order to inflict the stunned status to an enemy. Perhaps it's penalties will vary due to using two-handed blunt instead of unarmed.)
Uneven Trade is... Uneven. Almost like a counterspell for melee, only not as good. I don't necessarily like it... But I suppose that I could allow it in.Warrior skill ideas! Rough ones but they've been floating around my head for a while and if I waited until I was entirely happy with them then I'd never post. >.>
Uneven Trade (Activated) - The character lets an attack hit them in order to get a better striking position on their opponent. Character chooses a single target. If the target attacks the character that round then it's an automatic success and ignores armor. The character makes a resistance check vs target after being attacked. If successful, the character's attack automatically succeeds, ignores armor, and deals double damage to that target. On failure, it acts as a normal attack.
Terrify (Activated) - The character frightens nearby enemies enough to make them rethink attacking. The character gives up their attack on the current round in order to intimidate the enemies within 30 feet of them. After being terrified, enemies must pass a resistance check vs character or be unable to attack the character. There is no penalty for them attacking others, however. +10 to check if the character has foul aura.
Challenge (Activated) - The character taunts and moves to intervene with an opponent's attempts to attack others. Character makes a resistance check vs target/s. On success, the target/s attacks the character instead of an ally that round. The character takes -10 dodge until your next round for every target challenged.
Unrelenting Fury (Activated) - When in a rage and hit by a blow that would knock the character unconscious or kill them, they may make a resistance check against the creature that struck the blow. On a success, the character may remain conscious and gain their body score as temporary hitpoints. If the character's temporary hitpoints are depleted to 0 then they are killed. The character may deactivate Unrelenting Fury prematurely and fall unconscious immediately instead of dying. Requires Rage.
A bit more grapple-centric stuff below. Damage might do with some tinkering.
Powerful Embrace (Passive) - The character is well versed in the art of the bear-hug. The character automatically deals 1d10 damage per round when in grapples when they're the dominant grappler (i.e. they've won the grapple check that round). Requires Grapple Expert.
Fling (Activated) - The character throws a grappled opponent, or perhaps ally, a short distance at another target. When the character has something in a submission hold where they're the dominant grappler (i.e. it's the character that put the opponent into the submission hold), they may throw them at another enemy for 1d6+Body/3 damage to both targets and knocks the thrown one prone. 10 foot range. Requires Grapple Expert.
Stranglehold (Activated) - The character chokes a bitch. When the character has something in a submission hold where they're the dominant grappler, they may make a resistance check vs the target. If the character succeeds (and they have lungs), they deal the difference of the check in damage to the target's resistance. When their resistance hits 0, they are knocked unconscious. Requires Grapple Expert.
Slam (Activated) - The character SUPLEXES THEIR TARGET'S FACE IN. Or some other type of slam. When the character has something in a submission hold where they're the dominant grappler, they may make another grapple check against their opponent. On success, deals 1d12 + Body/3 damage, drops the submission hold, but knocks the enemy prone. Requires Grapple Expert.
That's one way of doing it, though the new Summon Demon has more than 4 sets. I'd probably arrange it by Tier, but otherwise, yeah that works. Though, some monsters you simply can't summon more than 1 of without taking several days off for your character. The ones that require that you make babies for them, for instance. Speaking of, that also brings up the intriguing problem of what the prices for male characters are going to be. Some of the monsters can just get rule 63'ed, but for Hellhounds and such, I'd have to change the added prices.Summon Fey/Demon (Spirit Power) Suggestions:
To balance the ability fairly, I feel that the EP cost for summoning the chosen creature(s) should be determined by the rank of the creature in question, and by the number of the creature(s) being summoned. You would then pay the “additional” payment required by the summoned creature before it departs, as already outlined by the iteration of this power already implemented.
Example:
The EP cost for summoning a demon should be based on this formula ((Rank * 4) * X), where Rank is the rank of the demon (listed below) and X is the number of that demon being summoned.
Demon Ranks:
Rank 1 = Goblin/Solder/Stalker
Rank 2 = Sorcerer(ess)/Succubus
Rank 3 = Hellhound/Nightmare/Tentacle Horrer
Rank 4 = Demon Lord
For example, say I want to summon 4 Goblins to assist me in combat. The Rank of a Goblin is 1, so plugging “1” and “4” into the formula ((1 * 4) * 4) would result in an EP cost of 16 to perform the summoning. Or, let’s say I wanted to summon 2 Hellhounds, their Rank is 3, so plugging that into the formula ((3 * 4) * 2) would result in an EP cost of 24 to perform the summoning.
This method I believe balances out the cost/reward of the creature(s) being summoned, allowing for multiples of lesser ranked creatures to be summoned at a fair cost without breaking or encouraging abuse of the ability for higher ranked creatures. This could also work or be slightly modified to work with Fey creature summonings as well, nerfing the current iterations of the Summon Fey/Demon Spirit Powers without robbing them of their usefulness with a blanket cost increase and/or summoning cap.
Yes.There are skills to resist Mages and Spirit users, but there are no skills to resist Succubus powers. For characters who so choose to resist temptation, perhaps a skill that resists succubus powers is proper?
In the general spirit of a deal with the devil, substitutions should probably be allowed. Not that there shouldn't be an alternative prices, necessarily, but "you have puppies" could be "someone has puppies".The ones that require that you make babies for them, for instance. Speaking of, that also brings up the intriguing problem of what the prices for male characters are going to be.