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Dark Gate OOC Thread


Mamono Assault Force

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Re: Dark Gate OOC Thread

AND DOGHORSES! WITH FLARES AND KNOTS!

Although that makes me wonder if knots should be an element that increases grapple during penetration, making it harder to pull out.
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

The fact that that rhymed made me consider that option, very briefly.
What the fuck, I'm not RK, leave my balls alone

Also oh god I have edit privileges now, now I have to panic and worry about pressing the right button when I go to quote someone like I always do on the rare times I have to respond to a visitor message <_>

Anyway yeah, Anthy's gonna man up later, and is only temporarily an emo bitch. Can't have a pretty boy without also being a brooding cunt at some point, gotta hit those stereotypes and stuff. Or something.

I am totally not enjoying making that snake feel bad.
 

Hafnium

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Re: Dark Gate OOC Thread

Template suggestion:

Member of the <Spring/Summer/Autumn/Winter> Court
Base Race Requirements: Any of the fey races with the exception of angels and alraunes. Other races might be eligible for this template at a GM's discretion, depending on their background.

A member of the fey courts has access to more knowledge in martial, magical, spiritual, and lovers' matters than most, and the available information is even greater depending on the leadership of that court. This character has chosen to pursue that additional knowledge and training at the cost of more balanced training. Note: it is not necessary for a faerie or any other character to use this template to signify their membership of a court, it is simply an option open to characters who are members of a court.

Stat Adjustments: Spring: +4 Spirit, -2 Body, -2 Mind / Summer: +4 Body, -2 Mind, -2 Spirit / Autumn: +4 to the stat of the character's choice, +2 to both other stats / Winter:: +4 Mind, -2 Body, -2 Spirit
Flaws: Autumn: Easily Aroused -or- Excitable -or- Sexual Weakness.

Also, I somehow lost my giant sheets. Despair. ;_;

But somehow I will muster the strength to recreate them, because this (courtesy of Takimaru gelbooru searches, also nsfw etc. etc.) must be a thing in DG dammit!
 

sturm

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Re: Dark Gate OOC Thread

Template suggestion:

Member of the <Spring/Summer/Autumn/Winter> Court
Base Race Requirements: Any of the fey races with the exception of angels and alraunes. Other races might be eligible for this template at a GM's discretion, depending on their background.

A member of the fey courts has access to more knowledge in martial, magical, spiritual, and lovers' matters than most, and the available information is even greater depending on the leadership of that court. This character has chosen to pursue that additional knowledge and training at the cost of more balanced training. Note: it is not necessary for a faerie or any other character to use this template to signify their membership of a court, it is simply an option open to characters who are members of a court.

Stat Adjustments: Spring: +4 Spirit, -2 Body, -2 Mind / Summer: +4 Body, -2 Mind, -2 Spirit / Autumn: +4 to the stat of the character's choice, +2 to both other stats / Winter:: +4 Mind, -2 Body, -2 Spirit
Flaws: Autumn: Easily Aroused -or- Excitable -or- Sexual Weakness.

Also, I somehow lost my giant sheets. Despair. ;_;

But somehow I will muster the strength to recreate them, because this (courtesy of Takimaru gelbooru searches, also nsfw etc. etc.) must be a thing in DG dammit!
A mini-me race? You must do it! Your people need you (to create a race of tiny people to rape them)!

Also, just tossing an idea around for some sort of ritual to perhaps turn non-fey creatures into faeries. Mostly suggesting it because I am a fan of yon fey, however poking around the ritual section, there are so many other things you can turn people into, a faerie just seems like another logical step. Or maybe just as a template, like the vampire/werewolf etc.

Thoughts? Threats of physical violence? Other?
 

Unknown Squid

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Re: Dark Gate OOC Thread

So whilst we're at it, where's the ritual to turn people into mortals?
 

Guan Yu

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Re: Dark Gate OOC Thread

Mortals, pshaw. What we need is a ritual to turn things into humans.
 
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Tassadar

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Re: Dark Gate OOC Thread

I have been reminded of a thing that I said I'd do back when DG2 became DG3: Having the various players who had characters survive DG2 and have them graduated to DG3 (or just survived in general as has been the case) write in character diaries explaining what happened during their old threads. Or something. Basically it'd just be an explanation of previous events so lazy people don't have to go back and read the old threads. These should go into the Lore thread for any interested, and be labeled in a recognizable manner so that people actually know what they contain. Links to threads couldn't hurt.
 

Unknown Squid

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Re: Dark Gate OOC Thread

Slight issue in Maya not being able to write yet, but I had intended to do something like that in the updated bio for her character sheet anyway. Could alternatively do some kind of thing with her rambling about her story to some hapless stranger or something perhaps.

Will think about that more latter I guess. '-'
 

xivvix

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Re: Dark Gate OOC Thread

.
 

Hafnium

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Re: Dark Gate OOC Thread

Still haven't mustered strength to remake giant sheets.

However, I have mustered strength to make derpy suggestions:

Level 2 Lightning - Conduction (Touch) [Deals damage as a spell one level lower, but debuffs the target with an stacking effect that causes them to take +4 damage from all lightning damage sources (before damage multiplication when applicable). May also be used on an inanimate object or without causing initial damage. This debuff will expire naturally when combat ends or after a minute has passed.]

Level 3 Lightning - Lightning Cutter (Touch) [Ignores unnatural AV]

Level 4 Lightning - Storm Chaser (Utility) [May be used as instant transmission normally when out of combat and when in combat with X treated as Mind/10. In addition, the character can instantly teleport themselves to anything that Conduction has successfully been used on as a move action but one instance of the Conduction effect is consumed when doing so.]

Level 3 Fire - Grease (Utility) [The character creates magical grease, most typically left in a patch on the ground though it can be used in other ways. A creature may cross it without issue by moving at half speed for the round, but anything that attempts to move through it at full speed forces a resistance check versus the caster against being knocked prone. In addition, the grease may be set on fire. If it's set on fire with magic then it deals Xd12 + Grease's caster's Mind/5, where-in X is the level of the spell used to set it alight, to anything that attempts to cross it. If it's set in fire by a mundane source then it deals 1d8 + Grease's caster's Mind/5.

Level 5 Fire - Indiscriminate Burn (Utility) [On a successful cast, the character gains a buff that multiplies the damage their next ability that causes heat/fire type damage by 1 + X, where-in X is the number of times this has been cast without casting a heat spell. Casting a heat damage spell will consume this buff and all its stacks. Additional stacks do not require additional buff slots. This spell costs 8 HP in addition to the standard amount of EP to cast, and 4 + X HP and EP upkeep. Spells cast under the effect of this buff can never be made to ignore targets that would be caught in its radius or path, including the caster in the case of non-emanation spells, and cannot be used as nonlethal damage (GM discretion applied if the caster is caught in the attack).]

Edit: Shoutbox derpery.

Succubus Power:

Tonight, You - When in a grapple, as an action the character can, after making a successful grapple check for the round, make a resistance check against their target. If they win, their target's clothing is shifted and they are penetrated/penetrate the character and everything that entails. If they lose then nothing happens. If the target is in a submission hold, this can be used once per round as a free action.
 
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xgkf

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Re: Dark Gate OOC Thread

Succubus Power Suggestion~

Dynamic Entry (Activated): While in a grapple, the character can give a particularly forceful thrust, enabling them to penetrate - or be penetrated by - their sexual partner through their respective clothing by winning a Resistance Check at a penalty equal to double the total combined AV of the armor/clothing that they are attempting to penetrate through (both their own and their partners, where applicable). If the character attempting to penetrate fails the Resistance Check, they become Stunned for one round. Characters with the Tentacles Special Mutation do not need to be in a grapple to use this power if they are attempting to penetrate with one of their tentacles.
 
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Re: Dark Gate OOC Thread

Minor Suggestion Time!

Two New General Skills:

Rage Mage (Passive): The bonus from the Rage skill also applies to spell damage, and any buff increases the stat(s) buffed by 4. Additionally, the Bloodbath skill may be applied to spells the character casts. Imposes a -10 penalty to Casting checks while using the Rage skill. Requires Rage AND EITHER Concentration OR Experienced Caster OR Focus In [Element].
Note: The bonus damage can be increased through Intensify Spell.

Raging Spirit (Passive): The bonus from the Rage skill also applies to damage from Spirit Powers, and any buff increases the stat(s) buffed by 4. Additionally, the Bloodbath skill may be applied to spirit powers the character uses. Requires Rage AND Skilled Wielder.

Pretty confident in Rage Mage, not sure about Raging Spirit, but I could be wrong; they probably both need some fine-tuning before they're acceptable, but it should be a good start.
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

Succubus Power Suggestion~

Dynamic Entry (Activated): While in a grapple, the succubus/incubus can give a particularly forceful thrust, enabling them to penetrate - or be penetrated by - their sexual partner through their respective clothing by winning a Resistance Check at a penalty equal to the total combined AV of the armor/clothing (their own and their partners, where applicable) that they are attempting to penetrate through. If the succubus/incubus fails the Resistance Check, they become Stunned for one round.
Yours is the drill that will pierce their plate armor
 

Termite

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Re: Dark Gate OOC Thread

I was at work thinking one night and wondered why there wasn't a way that mages could manually increase their casting ability without needing to take more Mind or Talents. Considering how anything happening to them will drop it quite quickly I was thinking there should be some way to negate this, maybe by using a turn to simply focus and increase casting by some amount or sacrificing more EP.
 

Hafnium

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Re: Dark Gate OOC Thread

I support this. Could be solved by something as simple as a level 1 or 2 arcane spell that can be used to boost base casting of the next spell cast by 4-10 per round channeled. Mages would have access to it 'cause they have access to all 2 and below spells anyway and multiclassers wouldn't benefit from it without focus in arcane or experienced caster. Also probably a slightly more noticeable change than fiddling with the base combat and magic rules.

Edit: Also, currently casters only take a casting penalty for being penetrated, and should probably also take a penalty upon penetrating another character, as much as I'd like to use this as an excuse to anally rape, facefuck, or spitroast male mages "for the casting penalty". >.>
 
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Hentaispider

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Re: Dark Gate OOC Thread

A race suggestion, because I've been reading Guilded Age and Gravedust is awesome.

Savasi
These mysterious people hail from secret mountain strongholds. In times past, they were widely known to be wanderers, with only few people staying to guard their homes, but during the past century, they seem to have mostly stayed in their homes, only resuming their wandering habits after the recent cataclysms. Widely mistrusted, the savasi are best known for their fearsome berserkers and strange mystics calling to the powers beyong grave. The savasi are longer lived than humans, often living long into their second century, and though their appearance quickly takes on an aged look, their bodies retain their strength almost to the end.

Physically these people represent humans, though they are shorter and stouter, standing between 4'3 and 5'3 tall with men slightly taller than the women on average. Though they do not have fur like some of the other races, they are notoriously hairy, and the men often grow thick beards

Stat adjustments: +4 body, +4 spirit
Racial Talents: Healthy. In addition, they receive a second talent according to the class
Warrior(Berserker): Skilled(Berserker, Rage and Sturdy)
Spirit-Wielder(Mystic): Necromancer
Mage(Orefinder): Focus in Earth
Succubus: Just getting started
Racial Flaws: Easy to hit, Tainted Bloodline, Bloodthirsty OR Honorable
 
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Tassadar

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Re: Dark Gate OOC Thread

Notes to Self:
Add:
Talent, Seductive: The character gets a +12 bonus to Resistance checks when using Enthrall, Charm, Siren Song, and Stunning Gaze.

Aptitude, Swift Empowerment - The character may activate a Spirit Buff Power as a move action for double the activation cost. The character may also increase the X value of active Buff Powers by paying the new activation cost without using an action.

Feat, Enchanter - The character may enchant their own magic items, treating the denarii costs of all enchantments as if it were halved. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 2 damage.

Feat, Herbalist - The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.

Skill, Superhuman Toughness - The character's natural AV is no longer ignored by attacks that ignore AV, and if the character has natural DR they treat it as one step lower rather than ignoring it completely. DR steps start at 1/4 and go lower by increasing both the denominator and the numerator by 2. IE: A character with DR 1/4 would get DR 1/2, a character with DR 1/2 would get DR 3/4, a character with DR 3/4 would get DR 5/6, etc.

Skill, Double Strike - The character may attack twice in one turn with a melee weapon if they take a -16 penalty to attack and a -8 penalty to damage. This skill cannot be combined with other skills that allow for multiple attacks.

Skill, Skirmisher - The character gains a +10 bonus to Dodge and a +4 bonus to attack rolls so long as they've moved at least 10 feet this round. Requires Quick.

Ritual, Slime Conversion - Turn someone into a slime.

Mutation, Natural Armor - Gain +4 AV, but cause all of the character's natural armor to be strong against one type of melee damage and weak against another. The types are listed in the armors section. Required Armored Skin.

A way for mages to increase their base casting without increasing Mind and Hafnium's suggested spells. Hafnium's faerie template possibly with some slight edits. Dynamic Entry as suggested by xgkf or some variant thereof.


Fix: Defensive Fighting with Shield Fighter when only using the shield bash, Shield Slam currently allows for a free +20 Dodge. Make item use require an explicit amount of time, currently set at a move action. Finish Templates, remove the Elementalkin race entirely. Make the ruling I did for combining Efficient Wielder and Soul's Strength official somewhere. Make each of the elemental damages do something unique as opposed to just being a pure disadvantage cuz resistances and immunities. Fiddle with the statuses a little bit. Reduce Grandmaster to working only against non-natural AV. Make ranged attack sneak attacks not auto-hit, give like a +10 bonus to hit or something instead. Change the penalty to casting while penetrated so that it also occurs when the character is the penetrator. Make the Animate Dead ritual cooler. Look over all of the rituals and fix them so that they line up with all the changes. Change sneak grapples to allow any viable grapple action rather than just a submission hold. Change the status effects a little bit so that they make more sense, particularly Weakened and Prone. Go over the mutations and make sure that the right ones all of an asterisk next to them. Re-examine the binding spells in Earth to make them not so arbitrarily powerful.

Elements Idea:
{EL} - Electricity/Lightning. Ignores the Dodge bonus from shields.
{HF} - Heat/Fire. Creatures take a -1 penalty to all non-damage rolls for all actions during their turn for every 10 points of damage of this type that they've taken that turn.
{F} - Force. Treated as if it were bludgeoning damage if such would provide an advantage against AV, and is generally nonlethal unless fluffed otherwise.
{C} - Cold. Ignores 1/2 of non-natural AV.

Change Telekinesis from this:
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.

To this:
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.
3) Move an object of a given size. The size limits and costs are equivalent to those in the Reshape Power under Alchemist.

Change Reshape from this:
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 2X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object three times the size of a human or less, X = 2. For an object up to nine times the size of a human or less, X = 3. If the character is attempting to bind a helpless creature, the DC to escape the binding is equal to 15X + 10.

To this:
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 3X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object twice the size of a human or less, X = 2. For an object up to four times the size of a human or less, X = 3. For an object up to eight times the size of a human or less, X = 4. Larger objects cannot be reshaped.
-If the character is attempting to bind a helpless creature, the character pays 3X and the DC to escape the binding is equal to 15X.

Change Reflector from this:
Reflector
The character creates an energy shield the rebounds an energy based attack back at its user.
-The character chooses one of the following:
1) The character pays 5 EP.The next time that a Spell or Power would hit the character, it's reflected back at its sender unless the original caster wins a Resistance check against the character, in which case the barrier and the attacking energy cancel out.
2) Instead, the character may pay X EP and X - 3 EP upkeep, and gain a barrier that absorbs up to 6X damage per round from Spells and Powers.

To this:
Reflector
The character creates an energy shield the rebounds an energy based attack back at its user.
-The character chooses one of the following:
1) The character pays 5 EP.The next time that a Spell or Power would hit the character, the attacker must beat their target in a Resistance check or have the power reflected back at them. If the characters wins this check by 8 or more, the attack is reflected back. Reflected attacks hit based on the attack roll used by the character using this power, and Black Dragon cannot be reflected.
2) Instead, the character may pay X EP and X - 3 EP upkeep, and gain a barrier that absorbs up to 3X damage per round from Spells and Powers.

Change Summon Nature's Ally from this:
Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost.
1) A gruff, satyr, nymph siren, or nymph sorceress will come to the character's aid for the same associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature, determined by the die roll. The creatures must be fed after combat.
4) A plant hulk will come to the character's aid for the cost of 10 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves at the cost of 4 EP per wolf. Like the normal wolves, these must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.

To this:
Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost. Note: Costs are determined randomly by the die roll, but the character may choose to take the minimum on this roll. Yes, corpses are sufficient food for beasts, assuming that the corpses are edible.
1) A gruff, satyr, warhound, nymph siren, or nymph sorceress will come to the character's aid for the same EP cost and associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature. Wolves must be fed after combat, and feral stalkers may be fed or be allowed to seed someone.
4) A plant hulk will come to the character's aid for the cost of 8 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves OR boars at the cost of 3 EP per wolf. Like the normal wolves, these must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.

Change Dragon's Pride from this:
Dragon's Pride
Dragons are proud creatures. It only follows suit that those who venerate them begin to manifest much the same sort of invigorating arrogance when confronted by lesser creatures.
-The character pays X EP. They must also pay X - 3 EP every turn in order to upkeep this power.
-The character gets a +4X bonus to Dodge and Resistance, as well as a +2X bonus to Perception.

To this:
Dragon's Pride
Dragons are proud creatures. It only follows suit that those who venerate them begin to manifest much the same sort of invigorating arrogance when confronted by lesser creatures.
-The character pays X EP. They must also pay X - 3 EP every turn in order to upkeep this power.
-The character gets a +4X bonus to Dodge and Resistance, as well as a +2X bonus to Perception and grapple rolls to escape a grapple, binding, or submission hold.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects.

Alchemist
Engineer: Assembled Contraptions can gain any of the following bonuses at creation time at a cost of 2 EP each: The Pain Resistant, Quick, Hard Hitter, Skill with Contraption Attack, or Sniper Talents, or the Rapid Shot or Flurry of Blows Skills. Chemical Splash ignores non natural AV and deals damage to armor as if it had a DU of 1. Mine and Grenade can be used to cause the target X damage to Speed or Resistance by paying an additional 3 EP at the time of use, or both for 5 EP. (This occurs BEFORE any Resistance checks that the creature might have to make for this power.) Reshape has it's maximum size cap removed (just keep doubling the size and increasing the cost multiplier by 1 to determine EP cost) and can be used in combat as the Animate power, but only using its binding version. Transformation allows the user to go up to three times any given stat. Seals automatically hit.

Boreal
Ice Wizard: The character may choose to exclude creatures from Aurora by paying 1 additional activation EP per 2 creatures. The cold damage from Frost Armor, Ice Lance, Polar Binding, and Rimewind Blast treat Immunity to Cold as only resistance to the first 20 damage. Blood Freeze does 4X damage instead of 3X even on a failed check. A character may summon multiple Yetis at once with the Summon Yeti power.

Celestial
Far-Seer: Attacks made with Starblade and Starbeam ignore non-natural AV and Dodge bonuses from shields. The activation costs of Scrying, Void Touch, and Meteor are all decreased by 2. Astrologer's Boon can be used to restore PP or HP in addition to EP. Astral Wings allow flight at three times the character's Speed.

Daemon
Still don't know.

Demonologist
Demonsummoner: Devil's Lightning and Hellfire Blast ignore resistances to their damage type and deal damage to creatures immune to Elecricity or Fire damage as if they only had energy resistance 20. The character may pay an extra 4 EP when using Gorgon's Gaze to gain a +10 bonus to their Resistance and attack roll with the power. The activation cost of Form of the Swarm and Vampiric Futanari are decreased by 2 each. You may pay an additional 2 EP when summoning demons of tiers 1 or 2 using the Summon Demon power to ignore their secondary prices, and may summon demons from different tiers at the same time.

Dragonfire Adept
Dragonborn: Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose a Resistance check against the character, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used at any time that the character could not normally activate powers for an additional cost of 2 EP. Attacks with Dragon's Ferocity can be made to deal an additional 2d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire. The dragons summoned by Summon Dragon gain an additional +10 to all three of their base stats and a +8 bonus to AV if an additional 3 EP is payed at the time of activation.

Druid
Not sure yet.

Holy Magic
Crusader: Holy Fire ignores resistances to its damage and deals damage to creatures immune to fire as if they only had fire resistance 20. The activation cost of Holy Wall is reduced by 2. Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 4 EP on activation and 2 EP upkeep after that. Lay on Hands may be used to increase a character's armor by 3X instead of its other functions, but with an X - 4 upkeep. When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a resistance check versus them or be Stunned for the round, or may spend 3 EP per skill and usage to use any of the one-handed or two-handed mace skills (from the specific weapon skills category, as per a warrior). The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers at the same time.

Necromancer
Deathspeaker: Animate may be used to animate multiple corpses in a single round for 2 additional EP per corpse, but bodies animated this way don't gain the +10 body bonus unless another 2 EP is payed per corpse. Aspect of Spirit may now be used on a target and maintained in order to debuff that target using any of the options as per normal, but at half value (i.e. 4X becomes 2X as a debuff), and a character using it on themselves may pay an additional 4 EP at activation and increase the upkeep by 1 to add an additional primary effect (the ones you get two of) or 3 EP and 1 upkeep for an additional secondary effect. Call Spirit may now be used to summon daemons as per the Summon Daemon power, but the minimal EP cost is 5 and daemon summoning costs will generally be higher. The character may now forsake the healing from Life Leech and instead choose to gain 1/2 the X value in EP for every killing blow it makes. The character may pay an additional 3 EP when using Puppeteer in order to halve all damage done to Puppeteer HP.

Psion
Brainhulk: The character may use 4 extra EP in order to boost their resistance by 10 when using Mind Worm, Empathy or Telepathy. In addition, the character with Telepathy may pay 1 EP and take an upkeep slot in order to read the surface thoughts of all nearby creatures. Mind Cutter completely ignores AV (but not DR.) The character may use Telekinesis's first option directly against a target creature or character, but must win a Resistance check in order to move them and does not deal damage to them unless they strike something else, and the size limit on the third option is removed (see Engineer.) The character may upkeep Pyrokinesis's X value as a free action following successfully hitting a target in order to deal twice the original X value in damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target who leaves line of sight.

Shadowmancer
Nightstalker: When using Dark Armor, the character may choose to gain any of the following for 3 EP each: Tentacles, Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis), or become capable of phasing through walls (as per Phasing), in addition they automatically gain access to the Sneak and Shadow Striker skills. When wielding Death Whip and in a grapple, the character may spend 2 EP in order to use Stranglehold for a round, this costs 2 EP each time it's used. The character may use Patch of Darkness or Shadowstalker as a move action for double the cost. When rupturing shadows scores a killing blow, the shadows will immediately become a mirror image of the target (mechanically this image will have stats as if they were animated, as per the necromancer power, and will behave as such). For an additional 3 EP, targets of Piercer can be forced to make a resistance check against the character or gain Weakened.

Spirit Warrior
True Inner Strength: For 3 additional EP on activation, Battle Aura grants a temporary HP pool of 3X when first activated, and always makes one immune to sneak attacks. Instant Transmission and Flight cost 2 less EP to activate, Instant Transmission may be used as a move action for double the cost, and Flight's upkeep cost is removed. When activating Energy Blade, the character may choose to pick any warrior skills from the Heavy Weapons Specialist, Unarmed, Duelist, or Two Weapon Fighting trees for an additional 2 EP activation cost and 1 EP upkeep cost per skill chosen and can use them as if they possessed them normally until energy blade is deactivated. Explosion, Energy Blast, and Energy Wave now ignore 1/2 of any AV or resistances that would affect their damage and gain a +10 bonus to Resistance checks made to determine whether or not they would be reflected, avoided, or countered.
 
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