What's new

Dark Gate OOC Thread


SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Dark Gate OOC Thread

I like the idea of range increments, probably won't end up being something that'll affect Eleanor/Lani, but it may for the character I'm working on now. And I guess I'll wait until all the firearm stats shit is sorted out before making a couple of weapons.
 

Mind Flayer

The Sexy Futanari Admin Goon
Staff member
Administrator
Super Moderator
Joined
Mar 31, 2012
Messages
13,135
Reputation score
268
Re: Dark Gate OOC Thread

Edit: How about this then.

I propose a couple of talents that increases the amount of targets certain spirit powers/spells can target at one time and one that increases the area for an AoE. These are subject to change however Tass wants if he accepts them as talents. They can be taken by either Spirit users or Mages.

Extended Spirit – Pay an extra 10 EP and Double the AoE of any spirit power or spell that has an AoE way of targeting.

Double Vision – Pay an extra 5 EP for an additional target with Spirit powers and spells that specify you can only target a specific number of enemies with.
 
Last edited:

Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
Staff member
Administrator
Joined
Nov 24, 2008
Messages
11,998
Reputation score
430
Re: Dark Gate OOC Thread

I propose a couple of talents that increases the amount of targets certain spirit powers/spells can target at one time and one that increases the area for an AoE. These are subject to change however Tass wants if he accepts them as talents. They can be taken by either Spirit users or Mages.

Extended Spirit – Doubles the AoE of any spirit power that has an AoE way of targeting.

Double Vision – Allows a character to target up to two enemies instead of only one with Spirit powers that specify you can only target one with, or up to three if they can already target two.
At the very least those should have EP costs included. Also, mages don't benefit from those at all, since spells aren't spirit powers(and anyway, stuff that affects spells doesn't affect spirit powers and vice versa.)
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Dark Gate OOC Thread

Here's my last post with a few corrections to mistakes that I made when examining the stats of the various ranged weapons.

I think I was retarded when making the stats for guns for DG3.

BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t

Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
10 ft rng - 1 pt
+1 dmg - 1 pt
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts


Badarian Handcannon
4d10, 30 foot range, 1 shot, 1 round reload, ignores 8 AV
+4 for dice, +4 for dice step, +2 for AV ignore. Totals to 10 points.

Badarian Revolver
2d8 + 4, 50 foot range, 5 shots, 2 round reload, ignores 4 AV
+2 for dice step, +4 for damage, +4 for range, +4 for more shots, +1 for AV ignore, -3 for slower reload. Totals to 12 points.

Su-Ku-Ta Wargun
3d6 + 4, 60 foot range, 3 shots, 2 round reload, ignores 8 AV
+2 for dice, +4 for damage, +5 for range, +2 for more shots, +2 for AV ignore, -3 for slower reload. Totals to 12 points.

Su-Ku-Ta Hand Repeater
2d8, 30 foot range, 6 shots, 1 round reload, ignores 4 AV
+2 for dice step, +2 for range, +1 AV ignore, +5 shots. Totals to 10 points.


Badarian Breach Loader
3d8 + 5, 60 foot range, 1 shot, 1 round reload, ignores 8 AV
+2 for dice, +2 for dice step, +5 for damage, +5 for range, +2 for AV ignore. Totals to 16 points.

Badarian Lever Action Rifle
2d12 + 5, 50 foot range, 6 shots, 3 round reload, ignores 8 AV
+6 for dice steps, +5 for damage, +4 for range, +5 for shots, +2 for AV ignore, -6 for slower reload. Totals to 16 points.

Badarian Shotgun
3d12 + 8, 30 foot range, 2 shots, 2 round reload
+2 for dice, +6 for dice steps, +8 for damage, +2 for range, +1 for shots, -3 for slower reload. Totals to 16 points.

Su-Ku-Ta Sniper Rifle
4d10 + 1, 100 foot range, 1 shot, 3 round reload, ignores 16 AV
+4 for dice, +4 for dice steps, +1 for damage, +9 for range, +4 for AV ignore, -6 for slower reload. Totals to 16 points.

Su-Ku-Ta Bolt Action Rifle
4d6 + 6, 60 foot range, 5 shots, 3 round reload, ignores 12 AV
+4 for dice, +6 for damage, +5 for range, +4 for shots, +3 for AV ignore, -6 for slower reload. Totals to 16 points.

Su-Ku-Ta Assault Rifle
2d8 + 4, 30 foot range, 10 shots, 2 round reload, ignores 8 EV
+2 for dice step, +4 for damage, +2 for range, +9 for shots, +2 for AV ignore, -3 for slower reload. Totals to 16 points.



Hand Crossbow
4d6 + 3, 40 foot range, 1 shot, 1 round reload
+4 for dice, +3 for damage, +3 for range. Totals to 10 points.

Light Crossbow
3d6 + 10, 50 foot range, 1 shot, 1 round reload
+2 for dice, +10 for damage, +4 for range. Totals to 16 points.

Heavy Crossbow
3d8 + 9, 80 foot range, 1 shot, 2 round reload, ignores 4 AV
+2 for dice, +2 for dice step, +9 for damage, +7 for range, +1 for AV ignore, -3 for slower reload. Totals to 18 points.

Repeating Crossbow
3d6 + 7, 40 foot range, 8 shots, 2 round reload
+2 for dice, +7 for damage, +3 for range, +7 for shots, -3 for slower reload. Totals to 16 points.

Someone please checks this math. I really hope that I am off on these. If I'm not, it means that I was drunk when I made the weapons or something.

Also, range increments have been suggested numerous times, and I wondered what you lot thought (other than Squid.) Basically, it would be similar to the Far Shot skill, but instead apply to all weapons. I think it might work like this:

1x < C < 2x == - 4 penalty, 2x < C < 3x == -8 penalty, 3x < C < 4x == -12 penalty, 4x < C < 5x == -16 penalty, and you can't fire farther than 5x the range increment. In this case, the Far Shot Skill would be changed to halve the penalties or somesuch.


Where x = the weapon's listed range and C = the current distance to the target. The penalties would apply to attack rolls only.
For you people who haven't been raped to death by college math, 1x < C > 2x means that the current range is greater than the weapon's listed range but less than twice the weapon's listed range.

In words: For each range increment past the first, the shooter takes a -4 penalty on attack rolls.


My revisions:
BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t

Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
5 ft rng - 1 pt
+1.5 dmg - 1 pt, must have an even number of these
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts


Badarian Handcannon
4d10 + 3, 10 foot range, 1 shot, 1 round reload, ignores 8 AV
+4 for dice, +2 for damage, +4 for dice step, +2 for AV ignore. Totals to 12 points.

Badarian Revolver
2d8 + 6, 30 foot range, 5 shots, 2 round reload, ignores 4 AV
+2 for dice step, +4 for damage, +4 for range, +4 for more shots, +1 for AV ignore, -3 for slower reload. Totals to 12 points.

Su-Ku-Ta Wargun
3d6 + 6, 35 foot range, 3 shots, 2 round reload, ignores 8 AV
+2 for dice, +4 for damage, +5 for range, +2 for more shots, +2 for AV ignore, -3 for slower reload. Totals to 12 points.

Su-Ku-Ta Hand Repeater:
2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV
+2 for dice step, +2 for damage, +1 for range, +1 AV ignore, +6 shots. Totals to 12 points.



Badarian Breach Loader
3d8 + 8, 35 foot range, 1 shot, 1 round reload, ignores 8 AV
+2 for dice, +2 for dice step, +5 for damage, +5 for range, +2 for AV ignore. Totals to 16 points.

Badarian Lever Action Rifle
2d12 + 8, 30 foot range, 6 shots, 3 round reload, ignores 8 AV
+6 for dice steps, +5 for damage, +4 for range, +5 for shots, +2 for AV ignore, -6 for slower reload. Totals to 16 points.

Badarian Shotgun
3d12 + 12, 20 foot range, 2 shots, 2 round reload
+2 for dice, +6 for dice steps, + 8 for damage, +2 for range, +1 for shots, -3 for slower reload. Totals to 16 points.

Su-Ku-Ta Sniper Rifle
4d10, 60 foot range, 1 shot, 3 round reload, ignores 16 AV
+4 for dice, +4 for dice steps, +10 for range, +4 for AV ignore, -6 for slower reload. Totals to 16 points.

Su-Ku-Ta Bolt Action Rifle
4d6 + 9, 35 foot range, 5 shots, 3 round reload, ignores 12 AV
+4 for dice, +6 for damage, +5 for range, +4 for shots, +3 for AV ignore, -6 for slower reload. Totals to 16 points.

Su-Ku-Ta Assault Rifle
2d8 + 6, 20 foot range, 10 shots, 2 round reload, ignores 8 EV
+2 for dice step, +4 for damage, +2 for range, +9 for shots, +2 for AV ignore, -3 for slower reload. Totals to 16 points.



Hand Crossbow
4d6 + 6, 30 foot range, 1 shot, 1 round reload
+4 for dice, +4 for damage, +4 for range. Totals to 12 points.

Light Crossbow
3d6 + 12, 40 foot range, 1 shot, 1 round reload
+2 for dice, +8 for damage, +6 for range. Totals to 16 points.

Heavy Crossbow
3d8 + 9, 45 foot range, 1 shot, 2 round reload, ignores 8 AV
+2 for dice, +2 for dice step, +6 for damage, +7 for range, +2 for AV ignore, -3 for slower reload. Totals to 16 points.

Repeating Crossbow
3d6 + 6, 25 foot range, 11 shots, 2 round reload
+2 for dice, +4 for damage, +3 for range, +10 for shots, -3 for slower reload. Totals to 16 points.

Also, range increments have been suggested numerous times, and I wondered what you lot thought (other than Squid.) Basically, it would be similar to the Far Shot skill, but instead apply to all weapons. I think it might work like this:

1x < C < 2x == - 4 penalty, 2x < C < 3x == -8 penalty, 3x < C < 4x == -16 penalty, 4x < C < 5x == -32 penalty, and you can't fire farther than 5x the range increment.

Where x = the weapon's listed range and C = the current distance to the target. The penalties would apply to attack rolls only.

In words: The character takes a -4 penalty to ranged attacks for the first range increment in distance to their target, and this penalty doubled for each additional range increment.

Alternatives:
1x < C < 2x == -5 penalty, 2x < C < 3x == -10 penalty, 3x < C < 4x == -15 penalty, 4x < C < 5x == -20 penalty, and you can't fire farther than 5x the range increment.

1x < C < 2x == -5 penalty, 2x < C < 3x == -10 penalty, 3x < C < 4x == -20 penalty, 4x < C < 5x == -40 penalty, and you can't fire farther than 5x the range increment.

1x < C < 2x == -8 penalty, 2x < C < 3x == -16 penalty, 3x < C < 4x == -24 penalty, 4x < C < 5x == -32 penalty, and you can't fire farther than 5x the range increment.

1x < C < 2x == -8 penalty, 2x < C < 3x == -16 penalty, 3x < C < 4x == -32 penalty, 4x < C < 5x == -64 penalty, and you can't fire farther than 5x the range increment.

1x < C < 2x == -10 penalty, 2x < C < 3x == -20 penalty, 3x < C < 4x == -30 penalty, 4x < C < 5x == -40 penalty, and you can't fire farther than 5x the range increment.
 
Last edited:

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Dark Gate OOC Thread

Aww buggery, even though it's been given a +2 damage boost the badarian revolver only has 30ft range now. Also, it sucks that Hurl can't be used on one handed blunt weapons. So could've had this character throw her wrench to deal damage.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Dark Gate OOC Thread

With ranged increments, you can shoot anything within 60 feet at a fairly low penalty, -4 or -5 or somesuch, and anything within 90 feet at a -8 or -10 penalty.
 

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Dark Gate OOC Thread

Regarding dice increments, does a d12 go up to d14 or straight up to d20? Thinking about modifying the badarian shotgun to make a sawn-off shotgun.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Dark Gate OOC Thread

This thing of Squid's is useful, kinda sorta.


@Oni's question: In DnD it would go up to d20, but I wouldn't like it to go past d12 personally, then it just gets too swingy. On the same note, I'd prefer it if the guns didn't go too far past 4 damage dice either. That said, if you really want to break either of those norms I'm not going to punish you for it. If you want to use higher dice than d12, keep going up by increments of 2.
 

Unknown Squid

Aurani's Wife
Joined
Nov 10, 2008
Messages
3,256
Reputation score
314
Re: Dark Gate OOC Thread

[Edit - Was writing this at the same time as Tass's post. This is an updated version of the chart.]


I like it. The doubling penalty method works well I think.

I whipped up a quick chart to help get an idea of what the penalties would be at a glance.


Posted as a link since the forum messes up the spacing.
(Also this is slightly updated since I showed it to you Tass. Fixed an error with where the increments started.)

Overall, this update would certainly boost the range of the ranged weapons substantially overall, but when compared to many of the spells and powers which have ranges up to "line of sight", it seems fair enough to me. It gives ranged weapons a bit of a new speciality, whilst still requiring decent character skills to take advantage of.
 
Last edited:

ranger

Tentacle God
RP Moderator
Joined
Dec 30, 2010
Messages
9,490
Reputation score
55
Re: Dark Gate OOC Thread

Im not opposed to the idea of range increments but I think the farshot skill should work as follows

range 0-2 no penalties proceed as normal for the rest of the proposed range increments
 

ranger

Tentacle God
RP Moderator
Joined
Dec 30, 2010
Messages
9,490
Reputation score
55
Re: Dark Gate OOC Thread

Yes Im at again only in ritual form.

Ritual Name: Kitsune Rebirth
Ritual Cost: One or more tails sacrificed (cannot be your original tail)
Ritual Time: One hour meditation before mating
Ritual Requirements: At lest one Kitsune and mate that can be impregnated or impregnate.
Description: A kitsune who preforms this ritual guarantees 100% pregnancy as long as both partners can bare offspring. The kitsune or kitsunes in question sacrifice a tail or tails (for multiply births). The souls stored in the sacrificed tails become the newly conceived kitsune awaiting birth and when born are kitsune in all aspects. All of their old racial traits including stat bonuses, Flaws and Talents are removed and replaced with the kitsune racial traits, flaws, mutations, and talents. The newly born kitsune remember nothing of their old lives and unless some magic is used to accelerate their growth live out a natural childhood for their new race.
 

Unknown Squid

Aurani's Wife
Joined
Nov 10, 2008
Messages
3,256
Reputation score
314
Re: Dark Gate OOC Thread

Im not opposed to the idea of range increments but I think the farshot skill should work as follows

range 0-2 no penalties proceed as normal for the rest of the proposed range increments
The old/current farshot skill allowed a character to shoot out to double the weapons maximum range. So yeah, that would be over the top and does obviously that needs updating as well, but a farshot skill that doesn't improve your ability to make far away shots, seems to be missing the point a little to me.

I think Tass said something about it reducing the penalty to shoot at range instead? In the shoutbox maybe? It would allow them to make longer shots more reliably. Which suits it.
 
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Dark Gate OOC Thread

Things that got changed today:
BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t

Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
5 ft rng - 1 pt
+1.5 dmg - 1 pt, must have an even number of these
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts


Badarian Handcannon
4d10 + 3, 10 foot range, 1 shot, 1 round reload, ignores 8 AV

Badarian Revolver
2d8 + 6, 30 foot range, 5 shots, 2 round reload, ignores 4 AV

Su-Ku-Ta Wargun
3d6 + 6, 35 foot range, 3 shots, 2 round reload, ignores 8 AV

Su-Ku-Ta Hand Repeater:
2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV



Badarian Breach Loader
3d8 + 8, 35 foot range, 1 shot, 1 round reload, ignores 8 AV

Badarian Lever Action Rifle
2d12 + 8, 30 foot range, 6 shots, 3 round reload, ignores 8 AV

Badarian Shotgun
3d12 + 12, 20 foot range, 2 shots, 2 round reload

Su-Ku-Ta Sniper Rifle
4d10, 60 foot range, 1 shot, 3 round reload, ignores 16 AV

Su-Ku-Ta Bolt Action Rifle
4d6 + 9, 35 foot range, 5 shots, 3 round reload, ignores 12 AV

Su-Ku-Ta Assault Rifle
2d8 + 6, 20 foot range, 10 shots, 2 round reload, ignores 8 EV



Hand Crossbow
4d6 + 6, 30 foot range, 1 shot, 1 round reload

Light Crossbow
3d6 + 12, 40 foot range, 1 shot, 1 round reload

Heavy Crossbow
3d8 + 9, 45 foot range, 1 shot, 2 round reload, ignores 8 AV

Repeating Crossbow
3d6 + 6, 25 foot range, 11 shots, 2 round reload


The Bow
2d8 + 6 + Body/3, 50 foot range

The Sling
3d8 + Body/3, 20 foot range


Javelins
4d6 + Body/4, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit

Throwing Knives
2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack

Throwing Axes
3d10 + Body/4, 15 foot range, come in packs of 3


Range Increments: (this will be in the rules section)
1x < C < 2x == - 4 penalty, 2x < C < 3x == -8 penalty, 3x < C < 4x == -16 penalty, 4x < C < 5x == -32 penalty, and you can't fire farther than 5x the range increment.

Where x = the weapon's listed range and C = the current distance to the target. The penalties would apply to attack rolls only.

In words: The character takes a -4 penalty to ranged attacks for the first range increment in distance to their target, and this penalty doubled for each additional range increment.

Skills:
Far Shot (Passive) - The character can fire at extreme range with a rifle, crossbow, bow, or sling and still hit accurately. The penalty for firing at things at each range increment are halved, and the character may fire at an additional range increment away at a -32 penalty to their attack rolls. Requires Skill with Rifles, Crossbows, or Primitive Ranged Weapons.

Masterful Thrower (Passive) - The character is more adept at dealing damage with their ranged weapons, causing them to deal Body/3 damage in place of Body/4, and allowing them to ignore the first 8 points of any target's AV.


Enhancement:
-A throwing weapon can be enhanced to be Returning by paying 120 denarii. Returning throwing weapons automatically replenish their ammunition at the end of each round. This enhancement can only be applied once.

-A weapon can be enhanced to force creatures hit by it to make a Resistance check against DC 24 or gain one of the following statuses, chosen when this enhancement is added to the weapon, for 50 denarii. The status are: Weakened, Blinded, Paralyzed, or Stunned. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8. (altered)

-A gun (either a Pistol or a Rifle) or a Thrown Weapon (set) can be enhanced to force those hit by them to make a Resistance check against DC 28 or become Paralyzed by trading 2 Venom Sacks. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.(altered)

-A Primitive Ranged Weapon or a gun can be enhanced to increase its maximum range by 20 feet by trading 2 Slime Ambers. (altered)
 

Hafnium

Despair Fetishist
RP Moderator
Joined
Jan 5, 2011
Messages
2,151
Reputation score
310
Re: Dark Gate OOC Thread

More suggestions!

Add 1 or 2 EP upkeep to wind armor. It is probably not a spell which should be infinitely sustainable.

A few changes to flight powers:

Aspect of Spirit
The character conjures a spirit, but then temporarily bonds with it rather than causing it to manifest, increasing their physical strength.
-The character pays 1 + X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains any 2 of the following: a +4X bonus to attack rolls, a +4X bonus to Dodge, a +3X bonus to melee damage, a +4X bonus to Resistance, or a +4X bonus to Grapple. In addition, they may choose any one of the following: a +2X bonus to Armor, a +3X bonus to Perception, Flight at 2X Speed, or a +2X bonus to Speed.

This would mean that a low EP, sustainable expenditure into aspect of spirit isn't better than Dragon's Wings and about equal to three mutation slots or Flight.

Probably more to come. Can't figure out how to balance the other things I have kicking around in my head, though.
 

Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
Staff member
Administrator
Joined
Nov 24, 2008
Messages
11,998
Reputation score
430
Re: Dark Gate OOC Thread

More suggestions!

Add 1 or 2 EP upkeep to wind armor. It is probably not a spell which should be infinitely sustainable.

A few changes to flight powers:

Aspect of Spirit
The character conjures a spirit, but then temporarily bonds with it rather than causing it to manifest, increasing their physical strength.
-The character pays 1 + X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains any 2 of the following: a +4X bonus to attack rolls, a +4X bonus to Dodge, a +3X bonus to melee damage, a +4X bonus to Resistance, or a +4X bonus to Grapple. In addition, they may choose any one of the following: a +2X bonus to Armor, a +3X bonus to Perception, Flight at 2X Speed, or a +2X bonus to Speed.

This would mean that a low EP, sustainable expenditure into aspect of spirit isn't better than Dragon's Wings and about equal to three mutation slots or Flight.

Probably more to come. Can't figure out how to balance the other things I have kicking around in my head, though.
I agree that Aspect of spirit at 3 EP shouldn't give a bonus equivalent to Dragon's wings, but I think flying speeds in general should be faster rather than slower.
 

Hafnium

Despair Fetishist
RP Moderator
Joined
Jan 5, 2011
Messages
2,151
Reputation score
310
Re: Dark Gate OOC Thread

I dunno, as a GM I really don't like giving access to excessively easy means of travel, to be honest. That said, 2X is probably a little weak and could stand to be higher. A 6X or 4X might be better placed, since that tends to match up more naturally with flight's cost and progression based on average character speed, which I admit I didn't really give much thought to when I threw out the number.

Also, since Tassadar said do it. Doing it and suggesting that Dragon's Flight be rolled into Draconic Transformation:

Draconic Transformation
This power transforms the character into an imitation of a dragon, granting the character wings, scales, and all those other wonderful dragon-esque physical features. The actual specifics of how this transformation changes the character’s appearance are up to the player.
-The character spends X EP. They must also pay X - 2 EP every turn in order to upkeep this power.
-The character gets a +3X bonus to melee damage, attack rolls, and Grapple. In addition, they get a +X bonus to Armor and flight at their own speed.

And replace it with:

Dragon's Ferocity
The character gains fangs, a set of talons, or a tail durable and deadly enough to rival those of a dragon and is filled with vim and vigor after every kill.
-The character pays 1 + X EP. In addition, they must pay 1 EP every round.
-The details of transformation are entirely up to the character to decide, but for mechanical purposes the weapons can reach no further than standard attack range. Successful attacks with deal (2d10 + 1) * X + Spirit/4 damage.
-Every killing blow made with the summoned weapon heals the user for X HP.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as unarmed and gets the attack bonus if the character has the Skill with Unarmed Talent.

Also, while I'm at it, shouldn't rage require that you make some sort of attack every round (be it through a reactionary means such as scissor defense or defensive stance or otherwise) or lose rage's benefits?

Finally, a few warrior skill suggestions:

Bloodbath (Activated): While in a rage, a character can pay 4 EP in order to regen HP on successful attacks for that round. When active, any successful attack for the round heals the character for 2d6 + 6 HP. The +6 modifier is reduced by 2 for every additional attack on a round for all attacks on that round to a minimum of 2d6 + 0 (i.e. 5 flurry of blows attacks would cause the user to heal for 2d6 each). Requires Rage.

Spirited Attacker (Activated): The character can pay EP in order to increase their attack modifier for the round. For every point of EP spent, they gain an additional point of attack for the round. More than 10 EP cannot be spent with this ability per round.

Spirited Defender (Activated): The character can pay EP in order to improve their defense for the round. For every point of EP spent, they gain an additional point of dodge and armor until their next round. More than 10 EP cannot be spent with this ability per round.
 
Last edited:
OP
Tassadar

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Dark Gate OOC Thread

Before I get to the above, introducing the new armor:
Badarian Flack Jacket: AV = 8, EV = 3, TP = 30, DU = 2. Weak against Bludgeoning. Strong against Piercing. Weak against Slashing. Bullet Resistant (only attacks that ignore all AV ignore this armor)


@Rage: probably >.>

Bloodbath (Activated): While in a rage, a character can pay 4 EP in order to regen HP on successful attacks for that round. When active, any successful attack for the round heals the character for 2d6 + 6 HP. The +6 modifier is reduced by 2 for every additional attack on a round for all attacks on that round to a minimum of 2d6 + 0 (i.e. 5 flurry of blows attacks would cause the user to heal for 2d6 each). Requires Rage.

Spirited Attacker (Activated): The character can pay EP in order to increase their attack modifier for the round. For every point of EP spent, they gain an additional point of attack for the round. More than 10 EP cannot be spent with this ability per round.

Spirited Defender (Activated): The character can pay EP in order to improve their defense for the round. For every point of EP spent, they gain an additional point of dodge and armor until their next round. More than 10 EP cannot be spent with this ability per round.
These Skills, while not particularly impressive in their own right, are allowable to my eyes. Any objections?

Draconic Transformation
This power transforms the character into an imitation of a dragon, granting the character wings, scales, and all those other wonderful dragon-esque physical features. The actual specifics of how this transformation changes the character’s appearance are up to the player.
-The character spends X EP. They must also pay X - 2 EP every turn in order to upkeep this power.
-The character gets a +3X bonus to melee damage, attack rolls, and Grapple. In addition, they get a +X bonus to Armor and flight at their own speed.

And replace it with:

Dragon's Ferocity
The character gains fangs, a set of talons, or a tail durable and deadly enough to rival those of a dragon and is filled with vim and vigor after every kill.
-The character pays 1 + X EP. In addition, they must pay 1 EP every round.
-The details of transformation are entirely up to the character to decide, but for mechanical purposes the weapons can reach no further than standard attack range. Successful attacks with deal (2d10 + 1) * X + Spirit/4 damage.
-Every killing blow made with the summoned weapon heals the user for X HP.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as unarmed and gets the attack bonus if the character has the Skill with Unarmed Talent.
People who are better number crunchers than I should look at this before I copy it over. I also intend to increase Flight to 4 times Speed, but I'll leave the other powers that let people get wings unless there's some horrible outcry against this concept.

Keep in mind that I almost always forget shoutbox suggestions, and such do not rely upon that or any other method of real time communication to offer suggestions. I will probably forget.
 

Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
Staff member
Administrator
Joined
Nov 24, 2008
Messages
11,998
Reputation score
430
Re: Dark Gate OOC Thread

As Smokefish just suggested in the shoutbox, maybe add a category for "heavy" weapons like sniper rifles, machineguns and stuff, which should need additional support to fire properly. Maybe something like 22 points, with -20 penalty to attack if it's not braced properly. Bracing would either take the move or the entire round, I guess(plus you'll be prone if enemy gets close, obviously).

And, uh, there probably should be some sort of bonus to firing a two-handed firearm from prone/otherwise bracing the weapon(and maybe lesser bonus if you kneel), since it's so much easier to aim that way. Maybe +10 to attack rolls and, since the ranges for stuff like sniper rifles are and will be ridiculously low otherwise, double or triple range (and +5 attack bonus while crouching).

Edit: Now that I think of it, the current reload times are pretty fast, since 18 seconds to switch magazine is pretty good time. Not saying that they need to be changed, just food for thought. Though magazine size of one is pretty shitty, in those conditions.

Edit 2: Also, not sure if Rapid Shot should be allowed with bolt-action weapons.
 
Last edited:
Top