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Dark Gate OOC Thread


Re: Dark Gate OOC Thread

Yeah the seems to make sense.
 
Re: Dark Gate OOC Thread

Race idea to be fiddled with and fine tuned

Elemental Kin (fire, ice/water, wind/lighting and earth)
200 years ago a cabal of mages attempted to gain limitless power by opening direct links to the elemental energies that fueled magic. Using portals to siphon and contain the energies they had limited success and on future attempts caused a disator so cataclysmic that the world was suffocated under a premature winter that lasted 10 months. This disaster caused by a cascade resonance of so many portals in a small area flung the cabal of mages and the city they called home to a dimension of elemental chaos that transformed all within to elemental kin. After some time and effort the cabal has found a way back to their home and has begun to send scouts to evaluate and prepare for their complete return.
Stat Adjustments: +4 body or spirit chosen at creation.
Racial Flaws: Mutated (mutations should be elemental inspired)
Racial Mutations: Immunity (Element), Odd Skin (should be elemental inspired)
Racial Talents: Enchant Weapon
May not be a succubi and cannot be used as a half breed. Taking the mutated flaw dose not provide an extra talent. Are treated as infertile will all other races.

Old
Elemental Kin (fire, ice/water, wind/lighting and earth)
200 years ago a cabal of mages attempted to gain limitless power by opening direct links to the elemental energies that fueled magic. Useing portals to siphon and contain the energies they had limited success and on future attempts caused a disator so cataclimic that the world was suffocated under a premature winter that lasted 10 months. This disater caused by a cascade resonace of so many portals in close proxcimity flung the cabal of mages and the city they called home to a dimension of elemental chaos that transformed all within to elemental kin. After some time and effort the cabal has found a way back to their home and has begun to send scouts to evaulate and prepare for their complete return.
Stat Adjustments: +8 body or spirit choosen at creation
Racial Flaws: Mutated must choose 3 of the following Night Eyes, Glowing Skin, Odd Hair (elemental in flavor), Armored Hide, and Strange Face
Racial Mutations Immunity (Element), Natural Warped, Odd Skin (should be elemental inspired)
Racial Talents: Enchant Weapon (the elementals main stat determins the damage bonus and they do not need a casting check unless grappled, bound etc), Greater energy pool, and Pain Resistant.
May not be a succubi and cannot be used as a half breed. Taking the mutated flaw dose not provide an extra talent. Elemental Kin are a rare breed and any pregancies involving nonelemental kin have any succesful checks rerolled. The child of any such union is always an elemental kin of the same type as its parent. Unions between elemental kin follow parental lines. So sons are always the same type as the father and daughters the same as the mother. These union do not face the same restricions for succefully getting pregnant and are treated as both patners as haveing the fertil flaw unless one is infertile.
 
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Re: Dark Gate OOC Thread

@ranger: that race, while interesting, is not balanced statwise. I'll probly fiddle with it some before actually including them into the rules. I still have to copy over Spider's werewolf template, and maybe tweak that a little too.

Spunky and Knowledgeable are now General Talents. Succubi now deal pleasure damage with their chosen primary stat by default.

Added Fangs mutation.
 
Re: Dark Gate OOC Thread

Edited elemental kin see post 902 for changes
 
Re: Dark Gate OOC Thread

Would it be unreasonable to bump side-skill up to grant two skills instead of just the one?

The net effect would probably be opening up skills to be used by non-warriors - which would be an invasion of their primary gimmick, I suppose. AKA, a nerf to yon Warriors, which is probably a bad idea. I haven't really thought it through very well, herp.

~power creep~

Also err, do we have a flexibility mutation? Fancy wiggly escape artist stuff, that I would presume give a +2-or-so bonus to escaping grapples or something, along with the extraordinary ability to , and whatnot.
 
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Re: Dark Gate OOC Thread

I've been thinking on the topic of bumping it up to 2 skills instead aswell. Just 1 skill for a talent is pretty damn weak, and warriors would still be able to get the most, given their own version granting them 3 and bonus skills from body value, unless I've missed something.

And I don't think it's a "invasion on their primary gimmick" more then warriors splashing into spirit powers or elemental focus to get self buffs or the like.

I'm in favor of this changed to side-skill. For whatever thats worth. :V
 
Re: Dark Gate OOC Thread

To get spells you have to take a mage talent. To get spirit powers you have to take spirit user talent. To get succubus powers you have to take a succubus talent. Yet for some reason, you can get skills without taking warrior talent.

I don't really think the talent should be changed.
 
Re: Dark Gate OOC Thread

That is a good counterpoint actually. Then again what 'general' talents would mages/spirit users snatch up? Berserker? Smite? I imagine they'd go for Mage-Hunter, Spirit-Oppressor, and those passive defensive bonuses.
 
Re: Dark Gate OOC Thread

If side-skill is bumped up to 2 skills, then mages and spirit wielders really have no reason at all to spend the 16 (12 if succubus) XP necessary to pick skilled after the game starts. Beyond that, the most likely candidates for spirit wielders or mages are the EV halving ones and, if they're melee-focused, one of the big damage skills (i.e. flurry of blows, slay, flurry, and lightning strikes). I figure it serves as a character creation talent as is, allowing battle mages and the like to pick up a lynchpin skill to their build at character creation without using up their Natural Warrior.

Although, maybe it might be worth allowing characters to use two talent points in order to buy additional talents from other class lists after they've used their Natural up. Seems like it could be more of a pain to check in character creation, though.
 
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Re: Dark Gate OOC Thread

I though I'd try my hand at making some monsters for you. I made them when I was looking through my DnD monster manuals yesterday and I though they looked perfect for Dark Gate, whether or not you use them is up to you though. I also tried to change them around a little bit so they'd fit into the game mechanics and everything, but knowing my luck I screwed something up with them. I took the first two from DnD monster manual 1 and made the third up from scratch.

I think I did these right but I'm not sure. So forgive any mistakes in math or anything like that and tell me if they're too overpowering or too weak.

There are 3 monsters in here, the first has the template and the rest build off of it:
Grell:
Template: Grell

Body: 20
Mind: 10
Spirit: 10


Hit Points (HP): 30
Pleasure to Orgasm (PP): 25
Spirit Energy (EP): 25
Speed: 14
Dodge: 10
Armor: 0
Resistance: 10
Perception: 22
Stealth: 6
Grapple: 32

-------------------

Monster Name: Grell
Monster Type: Alien
Monster Class: N/A
Differences from Base Creature: N/A

Tier 1 creature


Talents:
Blind sight (50 feet)
Resistant soul x2(takes 8 EP dmg less when drained)
Perceptive(+8 perception)
Grapple Expert(+12 grapple)


Flaws:
Obvious(-8 to stealth)
Easy to Hit(-10 dodge)
Blind (has no eyes)


Mutations:
Alien
Tentacles
Egg Layer
Fangs - Fearsome Maw : Venomous Attack (paralyzing poison)
Natural attack
Supernatural
Corruptive


Skills:
Bind: can be used only on whatever it is currently grappling and gives grappled creature/person the bound status effect, no extra bonus to hit or anything special, just a base grapple vs grapple roll. The bound creature loses the bound status as soon as whatever using this skill releases them from the grapple.


Attack and damage:
(1d20 + 20 attack) 2d12 + 7 damage


Description:
Grell are flying tentacled beings that the aliens brought with them when they invaded to be scouts that usually rove around either by themselves or in a small group of their own kind, they are normally solitary predators that hunt down their prey by floating a couple of feet above the ground. If they manage to grab you watch out for their bite, because if they manage to bite you then the venom will paralyze you. Any females they encounter will almost always be their primary targets and if they manage to get a hold of a female then they'll proceed to rape them and deposit their eggs into them, while at the same time drain their souls of energy to feed themselves. One of the primary hazards of these creatures is in their ability to corrupt even supernatural beings with their very corruptive essence, another is that while they are already sightless from not having eyes, they have the psychic ability to sense their surroundings which allows them to see and keeps them from being blinded in turn. In general Grell are fairly easy to spot and hit, but they are in turn quite perceptive of their surroundings and are very good at grappling.



Grell Philosopher
Body: 30
Mind: 10
Spirit: 20


Hit Points (HP): 45
Pleasure to Orgasm (PP): 35
Spirit Energy (EP): 40 + 20 = (60)
Speed: 8
Dodge: 30
Armor: 2
Resistance: 15
Perception: 25
Stealth: 9
Grapple: 42

-------------------

Monster Name: Grell philosopher
Monster Type: Alien
Monster Class: N/A
Differences from Base Creature: +10 body, +10 Spirit, +2 armor, +10 dodge, +5 resistance, +3 perception, +3 stealth, +10 grapple, -6 speed.

Tier 2 creature


Talents:
Blind sight (100 feet)
Resistant soul x2(takes 8 EP dmg less when drained)
Greater energy pool(+20 EP)
Perceptive(+8 perception)
Grapple Expert(+12 grapple)


Flaws:
Obvious(-8 to stealth)
Blind (has no eyes)
Sluggish(-8 speed)
Fragile


Mutations:
Alien
Tentacles
Egg Layer
Fangs - Fearsome Maw : Venomous Attack (paralyzing poison)
Natural attack
Odd Skin: armored hide (-1 speed, +2 armor)
Soul eater
Supernatural
Corruptive



Skills:
Bind: can be used only on whatever it is currently grappling and gives grappled creature/person the bound status effect, no extra bonus to hit or anything special, just a base grapple vs grapple roll. The bound creature loses the bound status as soon as whatever using this skill releases them from the grapple.



Spirit Ceiling: 12

Powers:
Puppeteer
Telepathy
Shadowstalker
Patch of darkness


Attack and damage:
(1d20 + 30 attack) 2d12 + 10 damage


Description:
Grell Philosophers are pretty much the same as the regular Grell, though with a couple differences. The first being that they are slightly smaller than the normal Grell, being only six feet tall instead of eight feet tall but they are actually a little stronger despite the size difference... they have a greater range for their blindsight too. Another difference is that they have the ability to use their spirit energy to use spirit powers that hide them to give them the the drop on their prey, while at the same time they have a greater pool of spirit energy with which they use to cast their spirit powers. They also have a strange armor like hide which they developed over the years to better protect them from harm while fighting, also they have the same corruptive essence that allows them to corrupt even supernatural beings. However they do have a couple of drawbacks too, with the first being that they are fairly fragile and sluggish which prevents them from being too close on the front lines while at the same time keeping them from chasing down their prey, which is why they have developed the ability to use their spirit energy to use spirit powers.




Greater Grell:
Body: 40
Mind: 20
Spirit: 30


Hit Points (HP): 65 + 20 = (85)
Pleasure to Orgasm (PP): 55
Spirit Energy (EP): 60
Speed: 10
Dodge: 45
Armor: 8
Resistance: 20
Perception: 20
Stealth: 12
Grapple: 64

-------------------

Monster Name: Greater Grell
Monster Type: Alien
Monster Class: N/A
Differences from Base Creature: +20 body, +20 spirit, +10 mind, +8 armor, +35 dodge, +32 grapple, +6 stealth, +10 resistance, -2 perception, -4 speed.

Tier 3 creature


Talents:
Blind sight (100 feet)
Resistant soul x3(takes 12 EP dmg less when drained)
Healthy(+20 HP)
Grapple Expert x2(+24 grapple)
Unarmed fighter(+10 dodge when unarmed)
Heavy Hitter(+8 melee dmg)
Pain resistant(+4 AV)


Flaws:
Obvious(-8 to stealth)
Blind (has no eyes)
Sluggish(-8 speed)
Easy to hit(-10 dodge)


Mutations:
Alien
Tentacles
Egg Layer
Fangs - Fearsome Maw : Venomous Attack (paralyzing poison)
Natural attack
Odd Skin: armored hide x2 (-2 speed, +4 armor)
Soul eater
Supernatural
Corruptive



Skills:
Bind: can be used only on whatever it is currently grappling and gives grappled creature/person the bound status effect, no extra bonus to hit or anything special, just a base grapple vs grapple roll. The bound creature loses the bound status as soon as whatever using this skill releases them from the grapple.

Attack and damage:
(1d20 + 40 attack) 2d12 + 28 damage


Description:
Greater Grell are virtually the same as their smaller plain Grell cousins except they are quite a bit larger and stronger, as they are about ten feet tall instead of eight feet tall. Other than that their differences from the other two kinds of grell are that they have a thicker armored hide than the Grell Philosophers, they are fairly pain resistant which allows them to fight longer and harder, they have a stronger set of tentacles which they use to attack with, as well as another set that are specifically designed to grab and hold their prey. Their only real drawbacks are that they are quite sluggish and slow, and they aren't very stealthy.

Notes:
Giving the Greater Grell both the Unarmed Fighter talent and the Easy to Hit flaw was the only way that I could justify giving it a greater damage threshold, as Unarmed Fighter makes the Natural Attack mutation give body/2 instead of body/3 for damage.

Also if it's okay, here's a picture of what the base creature looks like, the other two can be imagined to look slightly bigger or smaller as needed.
 
Re: Dark Gate OOC Thread

I still have no idea where this whole 'warriors are weak' thing is coming from...
 
Re: Dark Gate OOC Thread

Double post, but meh. character update on hold while I ask a question only semi related.

Warrior class bonus specifically mentions that they gain more skills as they spend xp on body. Mage class bonus specifies at character creation, and spirit wielder talents have no indication either way, and are read as static when picked. Some clarification on those would be appreciated.
 
Re: Dark Gate OOC Thread

Double post, but meh. character update on hold while I ask a question only semi related.

Warrior class bonus specifically mentions that they gain more skills as they spend xp on body. Mage class bonus specifies at character creation, and spirit wielder talents have no indication either way, and are read as static when picked. Some clarification on those would be appreciated.

Mage Feats gained by mages for having a high Mind stat work identically to the free Skills gained by warriors. The Spirit Power Talents work in the same way except that they round naturally rather than automatically rounding down.
 
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Re: Dark Gate OOC Thread

Some proposed alterations to a few of the Rituals. Nothing major, just some additions to a few that make sense to me.

Lust Potion #09
Ritual Cost: 20 denarii to buy the ingredients
Ritual Time: 10 minutes to mix the potion.
Ritual Requirements: Focus in Body OR Focus in Nature OR the Ranger Skill, the essence (hair, saliva, something else) of one (or more) characters.
Description: Creates a potion using something from a target. Any creature who drinks the potion will take 6+4d6 resistance damage whenever they're around the person (or persons) whose essence was used in the creation of the potion, gaining the aroused status when they reach 0 resistance, at which point the resistance damage will continue, inflicting the horny status if they reach 0 resistance again. This effect will last until they've had sex with the target or until a day has passed. Drinking a potion mixed with one’s own essence has no effect and wastes the potion.


Create Potion
Ritual Cost: 5 denarii or three hours of searching in a natural environment to acquire the needed materials
Ritual Time: 20 minutes
Ritual Requirements: Focus in Body OR Focus in Nature OR the Ranger Skill
Description: The character mixes a potion that can restore HP or EP, or remove corruption. These potions are identical to the ones in the Miscellaneous section of the item shop. The corruption cure and morning after potions have the costs and time to perform the ritual doubled.


Craft Lightstone
Ritual Cost: 10 denarii, free if the caster has access to a beam of sunlight or moonlight to work with
Ritual Time: 5 minutes
Ritual Requirements: Focus in Light
Description: Creates a lightstone or moonstone, effectively a small rock that emits a heatless light of a color of the crafter’s choosing. The intensity of the light emitted by each type of stone can vary as the crafter likes, but lightstones always give off a generally brighter and more intense light that moonstones. These devices are permanent unless the stone they’re made from is cracked or smashed. Lightstones and moonstones are worth 20 denarii.

*Suggested changes in bold.
 
Re: Dark Gate OOC Thread

While it's on the table:

Sealing Ritual has a few inconsistencies:
Sealing Ritual
Ritual Cost: Depends on the creature being sealed. Contact your GM. Always requires some object to seal the creature into.
Ritual Time: Also depends on the creature being sealed. A minor creature might take 5 minutes, a major one an upwards of an hour, where-as a powerful daemon might take several hours to seal. Contact your GM.
Ritual Requirements: None
Description: Attempts to seal away a spirit, whether trapping their spirit inside them (in the case of creating a sealing collar), or trapping the entire being inside of a physical container. In the former case, creating an item to restrict magic, a character can create something to be attached to the target in question which will place a Seal effect on them equal to the caster's Mind stat with a bonus depending on the amount and quality of reagents used. In the latter case, the caster doing the sealing will have to undergo several resistance checks against the target, which can be bolstered in the caster's favor with reagents, and only if they succeed will they be able to seal away their target. The quality of the seal is always dependent on the amount of denarii used to create it.
In addition, this ritual can be used to craft a sealing collar at the cost of 20 denarii. This collar acts as a Seal with a DC equal to the Resistance of the character doing the crafting plus 10. The collar takes one hour to craft.

Specifically, it covers sealing collars twice. Maybe change it to:

Sealing Ritual
Ritual Cost: Depends on the creature being sealed. Contact your GM. Always requires some object to seal the creature into.
Ritual Time: Also depends on the creature being sealed. A minor creature might take 5 minutes, a major one an upwards of an hour, where-as a powerful daemon might take several hours to seal. Contact your GM.
Ritual Requirements: None
Description: Attempts to seal away a spirit, whether trapping their spirit inside them (in the case of creating a sealing collar), or trapping the entire being inside of a physical container. In the former case, creating a sealing collar or similar item, the caster spends 20 denarii to create the collar (or bracelet, necklace, etc.). This item, when equipped (forcibly or otherwise), acts as a Seal with a DC equal to the Resistance of the character doing the crafting plus 10. The Seal DC may be increased by 3 by using Faerie's or Demon's Blood in its creation, in which case the DC bonus stacks for each additional Blood item, or, if the caster has blood magic, may be increased by sacrificing a character or creature in order to add the sacrificed actor's resistance bonus to the DC. The item takes one hour to craft. In the latter case, the caster doing the sealing will have to undergo several resistance checks against the target, which can be bolstered in the caster's favor with reagents, and only if they succeed will they be able to seal away their target. The quality of the latter seal is always dependent on the amount of denarii used to create it.

(Hopefully) clarified and expanded a little.
 
Re: Dark Gate OOC Thread

Craft Lightstone
Ritual Cost: 10 denarii, free if the caster has access to a beam of sunlight or moonlight to work with
Ritual Time: 5 minutes
Ritual Requirements: Focus in Light
Description: Creates a lightstone or moonstone, effectively a small rock that emits a heatless light of a color of the crafter’s choosing. The intensity of the light emitted by each type of stone can vary as the crafter likes, but lightstones always give off a generally brighter and more intense light that moonstones. These devices are permanent unless the stone they’re made from is cracked or smashed. Lightstones and moonstones are worth 20 denarii.

Jigglypuff, I choose you!

As presented, moonstones seem a little redundant, unless you're a vampire or something. I'd make moonstones at least a little more different from lightstones.
 
Re: Dark Gate OOC Thread

Well, right now I only suggest that as fluff (since I don't think the stones have any really practical use outside of potential money-farming at the moment anyway), but the best way I can think of to separate the two, mechanically, would depend on what the Perception and Stealth Bonuses/Penalties are for being in light and dark areas.

Lightstones could cancel any Perception Penalty for being in dark areas (since they're now lit), and then also add a Perception Bonus since the light is really bright. The trade off would be to negate any Stealth Bonus that being in dark areas grants, and then add a further Penalty to Stealth because of the brightness of the light.

Moonstones could do the same thing, canceling out any Perception Penalty and Stealth Bonus that darkened areas provide, except they wouldn't add additional Bonuses or Penalties because their light isn't as bright.
 
Re: Dark Gate OOC Thread

Rituals edited. I'm fine with letting the difference between Moonstones and Lightstones remain purely flavor.
 
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