Difference between revisions of "User:Darloth"
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Hearthstones - Currently only two, located at [[HearthStones/Darloth]] | Hearthstones - Currently only two, located at [[HearthStones/Darloth]] | ||
− | + | ExaltedTheTurtles - I just felt like this, after a player drew shredder during a game. | |
I also felt like making a four legged acid spitting turret. So I did. It was fun! [[WalkingWarMachines/OozeSpitter]] | I also felt like making a four legged acid spitting turret. So I did. It was fun! [[WalkingWarMachines/OozeSpitter]] | ||
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=== Wiki === | === Wiki === | ||
Here is where links to other people on the wiki go, people who I uniformly like almost all of the stuff of, or want to remember, or anything else. | Here is where links to other people on the wiki go, people who I uniformly like almost all of the stuff of, or want to remember, or anything else. | ||
− | * | + | *TedPro - Universally nice ideas. |
− | * | + | *DeathBySurfeit - One of my players, and also my ST in another game. Truly Evil Infernals. They're really very nice... I may have to borrow them. |
− | * | + | *CrownedSun - Because I find myself using more and more of his rules/charms, and they all seem interesting, and usually very good. |
− | * | + | *SocialResolutionSystem - by CrownedSun, and I put it here so I have a quick link to it. |
− | * | + | *IsawaBrian - Good charms usually, great SolarBrawl charms! |
− | * | + | *RandomTableMadness - Remembered I really needed to link this! |
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=== Elsewhere === | === Elsewhere === | ||
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== Comments == | == Comments == | ||
− | <i>I don't know if you saw this, but your house rules about sub-Incapacitated health levels inspired me to attack the same problem from a totally different direction--check out | + | <i>I don't know if you saw this, but your house rules about sub-Incapacitated health levels inspired me to attack the same problem from a totally different direction--check out MetalFatigue/SolarEndurance.</i> --[[MF]] |
Thanks savare, hadn't noticed my link wasn't right - [[Darloth]] | Thanks savare, hadn't noticed my link wasn't right - [[Darloth]] | ||
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I've been here so often lately, I can't honestly claim to be gone anymore ^_^<br> -- [[Darloth]] | I've been here so often lately, I can't honestly claim to be gone anymore ^_^<br> -- [[Darloth]] | ||
− | Starting off base WP at Essence +2 is going to tend to result in characters tending to have less willpower than the current system, less even than people who don't go crazy with raising virtues in the old system. (You can take 2 virtues at 3 and start with 6 WP in the old system, without even having to invest any BP at al into the area.) Though I suppose that may be your goal. -- | + | Starting off base WP at Essence +2 is going to tend to result in characters tending to have less willpower than the current system, less even than people who don't go crazy with raising virtues in the old system. (You can take 2 virtues at 3 and start with 6 WP in the old system, without even having to invest any BP at al into the area.) Though I suppose that may be your goal. --JohnBiles |
Ehem. Yes. Mistake on my part. I -meant- +4, honest ^_^ (I have an ICQ log to prove it *grin* ) | Ehem. Yes. Mistake on my part. I -meant- +4, honest ^_^ (I have an ICQ log to prove it *grin* ) | ||
− | Hello! You asked me something before my hiatus, and it was on the | + | Hello! You asked me something before my hiatus, and it was on the SpellRelay - "Flowers" page. Dionaea Eye, a problem with wording. The wording was "Their concern bites with their doubts," and what I meant and clarified was that when you worry about someone, you doubt their capacity to overcome something, and yet also show love. The spell strips the love from the concern and makes it seem like terrible biting criticism. Hope you enjoy my new contributions! I've been very busy getting my heart broken and getting fired and trying to go back to school, so I regret not having come to your page sooner, you've got a brilliant mind. - [[Paincake]] |
== Scratchpad: == | == Scratchpad: == | ||
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Both of those avoid die-adder cap by modifying accuracy. | Both of those avoid die-adder cap by modifying accuracy. | ||
− | : | + | : /PurpleAmaranth |
− | Battle-Essence | + | Battle-Essence Absorbtion Concentration: |
Scene long solar essence regenerating charm: Endurance 5ish, Essence 4ish, comes off battle focus and essence gathering temper, costs... 7-8motes and 1 willpower, and then you regain 2 motes of peripheral essence every turn unless you're full, but only in life or death combat (defined by GM, but not sparring... anything where you honestly believe the enemy is trying to kill you, I guess) and every mote gained adds to anima... since they're also going into peripheral, you can rapidly light up when using the charm. | Scene long solar essence regenerating charm: Endurance 5ish, Essence 4ish, comes off battle focus and essence gathering temper, costs... 7-8motes and 1 willpower, and then you regain 2 motes of peripheral essence every turn unless you're full, but only in life or death combat (defined by GM, but not sparring... anything where you honestly believe the enemy is trying to kill you, I guess) and every mote gained adds to anima... since they're also going into peripheral, you can rapidly light up when using the charm. | ||
− | :<i>Nitpick note: The word is "absorption." _[[Ikselam]]</i> - Fixed, thanks | + | :<i>Nitpick note: The word is "absorption." _[[Ikselam]]</i> - Fixed, thanks! |
− | :Be clear on the "in life or death" thing, though-- because otherwise, you have an Impeding the Flow issue again. -- | + | :Be clear on the "in life or death" thing, though-- because otherwise, you have an Impeding the Flow issue again. --IsawaBrian |
:True, true. I've considered 'Any non-consensual combat' which isn't too bad, and also a few based on valor-roll-necessity that I didn't like. I suppose you could just have it as any combat at all... it would mean people could spar for essence regeneration, but at 1 willpower, essence 4 and endurance 5, maybe that isn't such a big issue anyway. But, as I see it currently, it works all the time you're likely to -need- 2 motes per turn, but not when you're just using it as an excuse to refill your essence pools really fast. <br> -- [[Darloth]] | :True, true. I've considered 'Any non-consensual combat' which isn't too bad, and also a few based on valor-roll-necessity that I didn't like. I suppose you could just have it as any combat at all... it would mean people could spar for essence regeneration, but at 1 willpower, essence 4 and endurance 5, maybe that isn't such a big issue anyway. But, as I see it currently, it works all the time you're likely to -need- 2 motes per turn, but not when you're just using it as an excuse to refill your essence pools really fast. <br> -- [[Darloth]] | ||
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:Artifact 1 Battlestaff Stats: | :Artifact 1 Battlestaff Stats: | ||
− | :Speed +3, Accuracy +2, Damage +5B, Defense +3, Rate 5, Commit 4 + | + | :Speed +3, Accuracy +2, Damage +5B, Defense +3, Rate 5, Commit 4 + MagicalMaterial bonuses |
− | :: I like this; it's a cheap-easy artifact. Out of curiousity, is the Bashing deliberate? It would almost make more sense to make it Lethal, from the increased "heft" of a magical material. Or maybe grant it piercing to represent increased impact-- | + | :: I like this; it's a cheap-easy artifact. Out of curiousity, is the Bashing deliberate? It would almost make more sense to make it Lethal, from the increased "heft" of a magical material. Or maybe grant it piercing to represent increased impact--IsawaBrian |
:: It's bashing deliberately, since staves do only bashing. It's a defensive artifact to be honest, not meant to be hitting people over the head with... I make most of my blunt weapons do BL damage (soaked with bashing, half-round down converts to lethal levels) but I decided against it on this version... I figure it's just not big and hefty enough to do even that though... most of the magical materials are probably around the hearthstone setting on the top, to make it look more impressive and sorcerous. <br>-- [[Darloth]] | :: It's bashing deliberately, since staves do only bashing. It's a defensive artifact to be honest, not meant to be hitting people over the head with... I make most of my blunt weapons do BL damage (soaked with bashing, half-round down converts to lethal levels) but I decided against it on this version... I figure it's just not big and hefty enough to do even that though... most of the magical materials are probably around the hearthstone setting on the top, to make it look more impressive and sorcerous. <br>-- [[Darloth]] | ||
− | Lunar beastman transformations - I agree there should be three, but I think you should be able to choose whichever you like, and they stack, giving you only ONE beastman form. Total picks still equal essence... so an essence 3 lunar can be a deadly, tricky, wise beastman... but is going to be out fought by the full moon combat twink with 3 picks of deadly. Names as yet undecided, and I think they should have both General gifts, pickable with any transformation, and Specific gifts, pickable with only one of the three. the increased perceptions gift should be folded into statup(another set of attribs) gift, and horrifying might should be triplicated into statup(this set of attribs) gift. Need to find that other similar project on here and compare notes... now, who's was it again? Aha - it was | + | Lunar beastman transformations - I agree there should be three, but I think you should be able to choose whichever you like, and they stack, giving you only ONE beastman form. Total picks still equal essence... so an essence 3 lunar can be a deadly, tricky, wise beastman... but is going to be out fought by the full moon combat twink with 3 picks of deadly. Names as yet undecided, and I think they should have both General gifts, pickable with any transformation, and Specific gifts, pickable with only one of the three. the increased perceptions gift should be folded into statup(another set of attribs) gift, and horrifying might should be triplicated into statup(this set of attribs) gift. Need to find that other similar project on here and compare notes... now, who's was it again? Aha - it was LunarRevisions/BeastmanTransformations, by DualMegami, who has generally nice rules, and good stuff for lunars. |
:solar essence 6-7 melee charm: Eightfold Infinity Strike - 10m, 2wp - you roll an infinate amount of dice to attack, so get an infinate amount of successes to hit, and an infinate amount of successes to damage. They die, unless they have a charm. | :solar essence 6-7 melee charm: Eightfold Infinity Strike - 10m, 2wp - you roll an infinate amount of dice to attack, so get an infinate amount of successes to hit, and an infinate amount of successes to damage. They die, unless they have a charm. | ||
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Solar dodge 5 ess 3 - 4 motes - Instant, Reflexive, incoming attack is Limited to (6-Essence) successes. This is my version (higher up, because it feels nicer) of the abyssal subtract dice from incoming attack yet isn't a dodge. This exemplifies the perfection and "It shall be thus" nature of solars, without duplicating another mechanic, without hopefully being overpowered, and providing a third layer of defense which isn't strictly a defense. I thought dodge needed something like this, since most other splats have other options in their Dodge trees. It comes off SSE, and explicitly takes effect after all things which are treated as dodges/parries. It's a plink-forcer, not something to allow your FLB to dodge anything at all. You can't get negative successes, but an attack reduced to 0 successes still hits (this isn't a defense, strictly speaking) it simply has no bonus to base damage. | Solar dodge 5 ess 3 - 4 motes - Instant, Reflexive, incoming attack is Limited to (6-Essence) successes. This is my version (higher up, because it feels nicer) of the abyssal subtract dice from incoming attack yet isn't a dodge. This exemplifies the perfection and "It shall be thus" nature of solars, without duplicating another mechanic, without hopefully being overpowered, and providing a third layer of defense which isn't strictly a defense. I thought dodge needed something like this, since most other splats have other options in their Dodge trees. It comes off SSE, and explicitly takes effect after all things which are treated as dodges/parries. It's a plink-forcer, not something to allow your FLB to dodge anything at all. You can't get negative successes, but an attack reduced to 0 successes still hits (this isn't a defense, strictly speaking) it simply has no bonus to base damage. | ||
− | :Dragonlance - Stats of a dire lance, wide bladed spear thingy. It grants abilities roughly equal to either a shock pike or maybe Elemental Bolt Technique, but can also have this ranged attack modified by (some?) melee charms, including dragon-graced weapon. Thrown | + | :Dragonlance - Stats of a dire lance, wide bladed spear thingy. It grants abilities roughly equal to either a shock pike or maybe Elemental Bolt Technique, but can also have this ranged attack modified by (some?) melee charms, including dragon-graced weapon. Thrown/Archery charms also? seems rather widespread if so... no, make it a melee-only, so DGW and offshoots, perhaps. If it counts as an Elemental Bolt, let people who know that charm channel twice the motes or enhance it in any other way. Benefit from acc of lance rather than essence, though. Should beams/blasts/others be channelable through it? Maybe, maybe. Art 3, commit... 6ish. |
[[AlchemicalRangedCombat/Darloth|Shoulder-Harpoon charm]], off Paramag tether, costs 5ish essence? Commit to maintain beam, diff of Str + Ess to break, or spend 1m per (perm essence) yards to create magical material chain, same break diff. - if hit an opponent and damaged, can then perform ranged throws or something... can be used to entangle with stunt maybe? | [[AlchemicalRangedCombat/Darloth|Shoulder-Harpoon charm]], off Paramag tether, costs 5ish essence? Commit to maintain beam, diff of Str + Ess to break, or spend 1m per (perm essence) yards to create magical material chain, same break diff. - if hit an opponent and damaged, can then perform ranged throws or something... can be used to entangle with stunt maybe? | ||
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---- | ---- | ||
− | Jareth the Golden Eagle was betrayed by the silvered tongue of Caerlon Riverwind, and cast down by his own followers. Teth and Seraphina fought over Gem for 40 nights and forty days, before finally slaying each other on the field of battle, revealing at the last moment that both still held their love for one another in some deep place within their heart. As for Sienna, well, he passed into the Wyld as soon as he had entombed Jira beneath the mountain of | + | Jareth the Golden Eagle was betrayed by the silvered tongue of Caerlon Riverwind, and cast down by his own followers. Teth and Seraphina fought over Gem for 40 nights and forty days, before finally slaying each other on the field of battle, revealing at the last moment that both still held their love for one another in some deep place within their heart. As for Sienna, well, he passed into the Wyld as soon as he had entombed Jira beneath the mountain of NewHope, to slumber there for evermore. Some say he could not bear to cast eyes upon than beauteous eden, knowing the price that had been paid to forge it true. (the last days of the gold and brass circle) |
---- | ---- | ||
− | The pattern spiders are forbidden from interfering with the fates they weave, and are rebuked for any changes in the thread of destiny planned out. However, much as they can express their anger over the unreasonable demands of astrology via pattern bite, they also play favourites, each spider treating the harmonious actions of those who's destiny it spins as tiny prayers, and reward them in turn. These are stunts, and while they work elsewhere through sheer force of personality, this is how they are manifest in Creation. However, the spiders would be disciplined were they ever to actually -change- a destiny, and so stunts can never change the outcome of a result. A strike that hits will always be a success... a stunt would simply make it better, more elegant, and more effective. A failed | + | The pattern spiders are forbidden from interfering with the fates they weave, and are rebuked for any changes in the thread of destiny planned out. However, much as they can express their anger over the unreasonable demands of astrology via pattern bite, they also play favourites, each spider treating the harmonious actions of those who's destiny it spins as tiny prayers, and reward them in turn. These are stunts, and while they work elsewhere through sheer force of personality, this is how they are manifest in Creation. However, the spiders would be disciplined were they ever to actually -change- a destiny, and so stunts can never change the outcome of a result. A strike that hits will always be a success... a stunt would simply make it better, more elegant, and more effective. A failed defense will always fail, but an impressive stunt might sway the spiders to tilt things just a little in the favour of the beleagered defender, reducing their margin of failure. |
*Stunts take effect after the roll - they do not modify the roll. Stunt bonuses are the same, but add successes rather than dice. | *Stunts take effect after the roll - they do not modify the roll. Stunt bonuses are the same, but add successes rather than dice. | ||
*Stunting a failed roll is not worth it - just narrate a quick miss - quicker when the dice hate you | *Stunting a failed roll is not worth it - just narrate a quick miss - quicker when the dice hate you | ||
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*Stunts to allow the impossible work exactly the same | *Stunts to allow the impossible work exactly the same | ||
*Essence regain from stunts... Is a difficult question. "If the stunt was successful" has always been a complicated point. | *Essence regain from stunts... Is a difficult question. "If the stunt was successful" has always been a complicated point. | ||
− | *Disadvantage is that any roll with a fixed succeed/fail difficulty no longer has | + | *Disadvantage is that any roll with a fixed succeed/fail difficulty no longer has noticable benefits for stunting. |
(Borrowed from Warehouse 23) A single roll of wintergreen breath mints of an unfamiliar brand name (packed tightly with shipping peanuts and other protective materials). The roll contains twelve mints, each white with a yellowish pellet in the center. By sucking out the yellow pellet and blowing through the mint, as long as the mint and pellet are both intact in the user's mouth, the user may breathe a jet of flame 15 feet long. Intact, the mints also explode violently on impact. - These would make a great concept for Solos, the Mint of the Unconquered Sun. They would need to be subtly altered and perhaps changed into golden sunfire that burns minty fresh and destroys demons (agg damage) or the enemies of the breather (normal damage). | (Borrowed from Warehouse 23) A single roll of wintergreen breath mints of an unfamiliar brand name (packed tightly with shipping peanuts and other protective materials). The roll contains twelve mints, each white with a yellowish pellet in the center. By sucking out the yellow pellet and blowing through the mint, as long as the mint and pellet are both intact in the user's mouth, the user may breathe a jet of flame 15 feet long. Intact, the mints also explode violently on impact. - These would make a great concept for Solos, the Mint of the Unconquered Sun. They would need to be subtly altered and perhaps changed into golden sunfire that burns minty fresh and destroys demons (agg damage) or the enemies of the breather (normal damage). | ||
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Revision as of 00:33, 7 July 2007
Contents
Exalted game this sunday is: Reincarnating soon.
Content
Charms:
Both the Goat Eating Technique and the All Encompassing Sorcerer's Jaw can be found at
I've also done a dragon-blooded melee charm, which is rather strange, but I think appropriate
Anime missile seeking elemental bolt charm
ThirteenGoldenDragonsStyle - please visit and comment/appeciate/etc
I now have an artifact or two to be found over at Artifacts/Darloth, and hopefully some more will be there soonish.
Hearthstones - Currently only two, located at HearthStones/Darloth
ExaltedTheTurtles - I just felt like this, after a player drew shredder during a game.
I also felt like making a four legged acid spitting turret. So I did. It was fun! WalkingWarMachines/OozeSpitter
Linkage
Wiki
Here is where links to other people on the wiki go, people who I uniformly like almost all of the stuff of, or want to remember, or anything else.
- TedPro - Universally nice ideas.
- DeathBySurfeit - One of my players, and also my ST in another game. Truly Evil Infernals. They're really very nice... I may have to borrow them.
- CrownedSun - Because I find myself using more and more of his rules/charms, and they all seem interesting, and usually very good.
- SocialResolutionSystem - by CrownedSun, and I put it here so I have a quick link to it.
- IsawaBrian - Good charms usually, great SolarBrawl charms!
- RandomTableMadness - Remembered I really needed to link this!
Elsewhere
None yet
Comments
I don't know if you saw this, but your house rules about sub-Incapacitated health levels inspired me to attack the same problem from a totally different direction--check out MetalFatigue/SolarEndurance. --MF
Thanks savare, hadn't noticed my link wasn't right - Darloth
So... you made a martial art, Thirteen Golden Dragons Style. I'd like to know if you mind if I borrow some of its concepts for an idea I had. The theme of my idea is more about a combination of deception and movement than it is about multiplicity, but I was inspired by yours, and I want to make sure credit goes where it's due. Comment on my user page when the time comes for you to reappear. -Seraph
I've been here so often lately, I can't honestly claim to be gone anymore ^_^
-- Darloth
Starting off base WP at Essence +2 is going to tend to result in characters tending to have less willpower than the current system, less even than people who don't go crazy with raising virtues in the old system. (You can take 2 virtues at 3 and start with 6 WP in the old system, without even having to invest any BP at al into the area.) Though I suppose that may be your goal. --JohnBiles
Ehem. Yes. Mistake on my part. I -meant- +4, honest ^_^ (I have an ICQ log to prove it *grin* )
Hello! You asked me something before my hiatus, and it was on the SpellRelay - "Flowers" page. Dionaea Eye, a problem with wording. The wording was "Their concern bites with their doubts," and what I meant and clarified was that when you worry about someone, you doubt their capacity to overcome something, and yet also show love. The spell strips the love from the concern and makes it seem like terrible biting criticism. Hope you enjoy my new contributions! I've been very busy getting my heart broken and getting fired and trying to go back to school, so I regret not having come to your page sooner, you've got a brilliant mind. - Paincake
Scratchpad:
Thanks for all the comments, and please do remember none of these are really done, just ideas and stuff ^_^ -- Darloth
- Alchemical close combat charms to mirror Chemical Fog Generator and the Electric Dynamo thingy, but for other elements. Metal and Crystal are fairly hard to envisage as active, and represented pretty well by the other charms, but Steam and Oil deserve their own charms!
- Steam would probably be a difficulty increaser, using jets of pressurized steam to both distract/disorient an opponent and propel the alchemical's weapons/the alchemical themselves into a more advantageous position. I see it as a cheap but limited difficulty adder, probably adding up to half-ess rounded up to the difficulty of defenses against a supplemented attack, or adding the same amount to the difficulty of an incoming attack, as an environmental penalty, probably at 1m per point, although maybe 2m per point. Still considering whether they should be allowed to be used natively on melee weapons, arguments in both directions. Possibly a submodule needed for integrated weapons, and non-integrated need both the submodule and special engineering to make them compatible?
- Oil is I believe described in the fluff for Lissome Avid Engineer - a liquid deployment system at any rate. Basic oil should give a bonus to wrestling moves, and should be deployable to make an area unsteady ground. Various other recipies should allow for acid, glue, or other fun-fun solutions, and a submodule/other charm should make them squirtable over a moderately short range directly at a target, rather than just spraying out from the alchemical.
New willpower-at-charcre system: Willpower = Starting Essence + 4, but still cannot exceed highest two virtues or 8, whichever is larger. When using this system, reduce the cost of virtues to 1bp per dot. They have their own disadvantages, after all. This will stop virtue-maxing to get willpower, and generally adjust the most min-maxed area of character creation. It'll also make essence at charcre a little more valuable, but not exceptionally so.
Base damage: Daiklaves, anything smaller - 1. just one. Yes. 1. Same for direlances and such. Reaver daiklaves, wavecleavers, min damage 2. Grimcleavers, min damage 3. Grand Daiklaves, min 3. Grand Grimcleavers - not sure, either 4 or 5.
- Artificery system - It needs work, and I'll eventually write up a proper houseruled varient to compete with the many others around... but for now, the base time is a week per roll for personal scale artifacts, a month per roll for large or complex devices, such as warstriders, dragon-armour, small vehicles, etc, and a season per roll for gigantic city-sized cannons, air-battleships, and that game of Pong the size of a scavenger-land kingdom that everyone knows you're just dying to make.
- Difficulties as per S&S, base number of successes needed as per S&S, but if something is significantly complicated for its size catagory (typically, any device that has lots of functions as opposed to just one) then it should either be shifted up a catagory or require double the successes total.
- Under this system so far, a moderately skilled DB artificer can produce a standard daiklave in approximately one month. A master-craftsman with best-quality tools and skilled help can produce one in around two and a half weeks. A craft-focussed essence 4 solar willing to spend both essence and willpower in medium-large amounts can produce one in around 4-6 hours.
Targetting Computer - Some alchemical charm, not sure whether it's ranged, perception, wits, what, that adds something (Essence, Perception, Wits? Also unsure) to the accuracy of all attacks -next- round, taking a simple action to activate this round, of instant duration (although affecting the whole of next round)
steps up to a Target-Lock Impressivewordhere, which lets you lock a target for +Essence accuracy to all attacks against that target.
Both of those avoid die-adder cap by modifying accuracy.
- /PurpleAmaranth
Battle-Essence Absorbtion Concentration: Scene long solar essence regenerating charm: Endurance 5ish, Essence 4ish, comes off battle focus and essence gathering temper, costs... 7-8motes and 1 willpower, and then you regain 2 motes of peripheral essence every turn unless you're full, but only in life or death combat (defined by GM, but not sparring... anything where you honestly believe the enemy is trying to kill you, I guess) and every mote gained adds to anima... since they're also going into peripheral, you can rapidly light up when using the charm.
- Nitpick note: The word is "absorption." _Ikselam - Fixed, thanks!
- Be clear on the "in life or death" thing, though-- because otherwise, you have an Impeding the Flow issue again. --IsawaBrian
- True, true. I've considered 'Any non-consensual combat' which isn't too bad, and also a few based on valor-roll-necessity that I didn't like. I suppose you could just have it as any combat at all... it would mean people could spar for essence regeneration, but at 1 willpower, essence 4 and endurance 5, maybe that isn't such a big issue anyway. But, as I see it currently, it works all the time you're likely to -need- 2 motes per turn, but not when you're just using it as an excuse to refill your essence pools really fast.
-- Darloth
- Staff Stats:
- Speed +1, Accuracy +1, Damage +3B, Defense +2, Rate 3
- Artifact 1 Battlestaff Stats:
- Speed +3, Accuracy +2, Damage +5B, Defense +3, Rate 5, Commit 4 + MagicalMaterial bonuses
- I like this; it's a cheap-easy artifact. Out of curiousity, is the Bashing deliberate? It would almost make more sense to make it Lethal, from the increased "heft" of a magical material. Or maybe grant it piercing to represent increased impact--IsawaBrian
- It's bashing deliberately, since staves do only bashing. It's a defensive artifact to be honest, not meant to be hitting people over the head with... I make most of my blunt weapons do BL damage (soaked with bashing, half-round down converts to lethal levels) but I decided against it on this version... I figure it's just not big and hefty enough to do even that though... most of the magical materials are probably around the hearthstone setting on the top, to make it look more impressive and sorcerous.
-- Darloth
Lunar beastman transformations - I agree there should be three, but I think you should be able to choose whichever you like, and they stack, giving you only ONE beastman form. Total picks still equal essence... so an essence 3 lunar can be a deadly, tricky, wise beastman... but is going to be out fought by the full moon combat twink with 3 picks of deadly. Names as yet undecided, and I think they should have both General gifts, pickable with any transformation, and Specific gifts, pickable with only one of the three. the increased perceptions gift should be folded into statup(another set of attribs) gift, and horrifying might should be triplicated into statup(this set of attribs) gift. Need to find that other similar project on here and compare notes... now, who's was it again? Aha - it was LunarRevisions/BeastmanTransformations, by DualMegami, who has generally nice rules, and good stuff for lunars.
- solar essence 6-7 melee charm: Eightfold Infinity Strike - 10m, 2wp - you roll an infinate amount of dice to attack, so get an infinate amount of successes to hit, and an infinate amount of successes to damage. They die, unless they have a charm.
Like this charm:
Solar dodge 5 ess 3 - 4 motes - Instant, Reflexive, incoming attack is Limited to (6-Essence) successes. This is my version (higher up, because it feels nicer) of the abyssal subtract dice from incoming attack yet isn't a dodge. This exemplifies the perfection and "It shall be thus" nature of solars, without duplicating another mechanic, without hopefully being overpowered, and providing a third layer of defense which isn't strictly a defense. I thought dodge needed something like this, since most other splats have other options in their Dodge trees. It comes off SSE, and explicitly takes effect after all things which are treated as dodges/parries. It's a plink-forcer, not something to allow your FLB to dodge anything at all. You can't get negative successes, but an attack reduced to 0 successes still hits (this isn't a defense, strictly speaking) it simply has no bonus to base damage.
- Dragonlance - Stats of a dire lance, wide bladed spear thingy. It grants abilities roughly equal to either a shock pike or maybe Elemental Bolt Technique, but can also have this ranged attack modified by (some?) melee charms, including dragon-graced weapon. Thrown/Archery charms also? seems rather widespread if so... no, make it a melee-only, so DGW and offshoots, perhaps. If it counts as an Elemental Bolt, let people who know that charm channel twice the motes or enhance it in any other way. Benefit from acc of lance rather than essence, though. Should beams/blasts/others be channelable through it? Maybe, maybe. Art 3, commit... 6ish.
Shoulder-Harpoon charm, off Paramag tether, costs 5ish essence? Commit to maintain beam, diff of Str + Ess to break, or spend 1m per (perm essence) yards to create magical material chain, same break diff. - if hit an opponent and damaged, can then perform ranged throws or something... can be used to entangle with stunt maybe?
Hmm, there was something else, but I forget. Ah well
Ah yes... Spell-spire rods, casting a single spell with various benefits, come in all five (fruity) flavours!**(done!)**
Anime-Micro-Missile-Elemental-Bolt-Upgrade! variable motes, 1 willpower, probably simple, throw Essence elemental bolts at once with cool spirally essence-trails! Compatible with (some) elemental lenses! **(Done!)**
Hungry Essence-Tearing Knife - Abyssal thrown charm, ess 4, causes scene-long essence drain, may have other nasty effects.
5-7motes 1 willpower, Abyssal scene-long dodge-weirdness... Essence 4, every extra success on a dodge that the abyssal gets is added to a 'despair pool' for a specific target. Every time this pool reaches half-willpower of target (round down) it inflicts a scene-long -1 to all attempts to hit the abyssal, following normal die-reduction charm limits etc.
Grue, as some sort of darkness-only first circle demon.
poke Veav about his manhack, a light and mirrors based first circle demon that is cool.
and finally... the Thousand-Point Alabaster and Ebony Chrysanthenum. Mechanically, it's just a combo of the abyssal needle-thrown charms with Cascade of Cutting Terror, seasoned as desired, but visually, you can describe this as a wonderful display of needles spiralling outwards leaving pretty white trails, and then inverting them to black as the needles spiral inwards to puncture a target, the thousands of razor points piercing and then exiting their body in an artistic spray of blood which forms a chrysanthenum-like pattern upon whatever surface they happen to be standing (now collapsing) upon.
Alchemical hand-weapon - Micro Implosion Bow: Similar to the artifact crossbow, but costs 1-mote to activate for a scene. The bow has two antenna -like protrusions that stick out below the business end, and act as a floating support by tapping into the essence flows and levitating the end of the gun somewhat. They will not hold it in midair by themselves, but they're wonderful at redirecting recoil and generally stabilizing it enough to be easy to use.
It has two firing modes, a small, cheap (1mote) shot, which is single target and damage comparable to an artifact crossbow, and high-power mode. High power mode takes a turn to charge before the shot, can be released (And must be) anytime during the 2nd turn, and a 3rd turn to 'cool down'. It costs 3m and has the same stats as a full-power warstrider light implosion bow shot.
first circle demon - starts out looking like a stick. It either sticks into the ground, waiting, or is thrown by its master, or whatever. Anyway:
There is a stick, bending softly in the wind with perhaps a hint of white at one end. For whatever reason, it falls, spins end over end, and when one end hits the ground, it splits, and it is twice as long... but thorns also grow, at the joint. And it does it again, and again, expanding to the side and along, until it is a vast spider, flipping end over end towards its prey.
But it does not stop there. It flips, and splits, and flips, and splits, until it is a vast sphere, seven yards high, with thorns and spikes both inwards and outwards, rolling over and over itself, and in the centre, an insect-spider of barbed spines runs, pushing on the inner spikes-which-are-itself like some bizarre conveyance, puncturing any in its path until it reaches its victim... And there it stops, the sphere of thorns splitting like a seed putting forth a shoot, and the insect-spider opens up its arms in welcome, taking on the aspect of a mother, forgiving and eternal. And then it closes, sphere repelling any assault as insect-spider within slowly devours the enraptured prey, many legs wrapped around the victim in a parody of clothing, like thorned straps sucking the blood from each and every limb... Until there is nothing more than a husk, from which the bones are ripped, and into every long bone it digs a thorn, that grows and grows so slowly that it cannot truly be seen, but in the end, the bone itself is nothing but a memory, a pale hint of white at one end of a stick, bending softly in the wind.
The Sunspinners:
Artifact 5 spidergauntlet thingies.
spidergauntlet powers as a side-effect of form and function. In reality, however, they are the repositries of a millenia of concentrated sunlight, and the pure souls of 10 saintly mortals who each chose to sacrifice themselves on the altar of the Sun.
- designed as a nightcaste weapon
- sunsilk threads which contain an essentially infinate amount of heat - the more pressure, the hotter they get.
- As an action, destroy any extra-grade undead (specifically undead/necro extras) within range
- Each turn an army consisting mainly of extra-grade undead is in combat with the wielder, their magnitude is halved (round down) before other effects.
- deals agg damage to non-extra dead/undead things.
- 15 yard reach
- actions apply attacks to any/all/specified opponents within the 15 yards.
- as a single action, can form a defensive weave, applying that defense until released - this takes a point of rate, and in 2e, removes onslaught penalty from DV until dropped.
- also good for climbing and grappling, as they can cut securely into almost anything
- ignore mortal soaks, piercing against 5MM armour - eventually cuts through everything except orichalcum, soulsteel or adamant.
- looks shiny
- threadweapon - because we always need more.
- melee and or thrown to use, not sure.
A new idea for a game - a dual DB and Lunar game, alternating between the two sides. Players would play dragonblooded for one session (or maybe half-session) and then switch to lunars for the next, observing both sides in the endless war for and against civilisation.
Jareth the Golden Eagle was betrayed by the silvered tongue of Caerlon Riverwind, and cast down by his own followers. Teth and Seraphina fought over Gem for 40 nights and forty days, before finally slaying each other on the field of battle, revealing at the last moment that both still held their love for one another in some deep place within their heart. As for Sienna, well, he passed into the Wyld as soon as he had entombed Jira beneath the mountain of NewHope, to slumber there for evermore. Some say he could not bear to cast eyes upon than beauteous eden, knowing the price that had been paid to forge it true. (the last days of the gold and brass circle)
The pattern spiders are forbidden from interfering with the fates they weave, and are rebuked for any changes in the thread of destiny planned out. However, much as they can express their anger over the unreasonable demands of astrology via pattern bite, they also play favourites, each spider treating the harmonious actions of those who's destiny it spins as tiny prayers, and reward them in turn. These are stunts, and while they work elsewhere through sheer force of personality, this is how they are manifest in Creation. However, the spiders would be disciplined were they ever to actually -change- a destiny, and so stunts can never change the outcome of a result. A strike that hits will always be a success... a stunt would simply make it better, more elegant, and more effective. A failed defense will always fail, but an impressive stunt might sway the spiders to tilt things just a little in the favour of the beleagered defender, reducing their margin of failure.
- Stunts take effect after the roll - they do not modify the roll. Stunt bonuses are the same, but add successes rather than dice.
- Stunting a failed roll is not worth it - just narrate a quick miss - quicker when the dice hate you
- Stunting a botch can perhaps mitigate the worst of its effects.
- Stunts to allow the impossible work exactly the same
- Essence regain from stunts... Is a difficult question. "If the stunt was successful" has always been a complicated point.
- Disadvantage is that any roll with a fixed succeed/fail difficulty no longer has noticable benefits for stunting.
(Borrowed from Warehouse 23) A single roll of wintergreen breath mints of an unfamiliar brand name (packed tightly with shipping peanuts and other protective materials). The roll contains twelve mints, each white with a yellowish pellet in the center. By sucking out the yellow pellet and blowing through the mint, as long as the mint and pellet are both intact in the user's mouth, the user may breathe a jet of flame 15 feet long. Intact, the mints also explode violently on impact. - These would make a great concept for Solos, the Mint of the Unconquered Sun. They would need to be subtly altered and perhaps changed into golden sunfire that burns minty fresh and destroys demons (agg damage) or the enemies of the breather (normal damage).