SirOni
Demon Girls #1 Fan
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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.
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.
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
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.
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.
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.