[PnP] Legacy of Darkness (Talk)

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Shade
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Post by Shade »

Cimeries wrote:Image Die-Hard
If Heron's HP is reduced to 0, as long as Heron has MP left, he will use them to heal himself for 3 HP per 1 MP (for a max. of 15 HP recovered). Additionally, he is completely immune to damage until the beginning of his turn. This can be toggled on/off.

I will display the icon next to his small portrait when it is on.
Alright. That will be 95 AP then.
Cimeries wrote:Image Warmachine
When Heron performs an overkill, one third of the difference (rounded down) between 0 and the victim's negative HP is distributed among his party members as bonus MP. Allies with the largest MP pools have greater priority. Heron is always last on the list of priority.
Does A gain MP until he's full again?
Or does A gain one point, then B, then A, then B, then A, etc. until they are all distributed, with A simply going first?
The latter.
195 AP, then.
Cimeries wrote:Image Animate Weapon [4 Mana]
Heron can, through the manipulation of mana, control a weapon as if he was holding it. An animated weapon follows Heron's orders, which are silent (telepathic).
Properties of an animated weapon:
+ Only one can be controlled at once.
+ Inherits half of Heron's relevant corresponding base stats as their own.
+ Avd and CAvd is set to 0, but gains +20 Hit.
+ Has 4 HP, takes one point of damage on a standard hit, and 3 on a critical.
+ Can only be critically hit by spells or magical attacks.
+ Destroyed if their HP drop to 0.
+ Must be in Heron's possession in order to be animated.
+ Can not be animated mid-combat.
+ Can be disenchanted at will. If they were damaged, add the difference as a "worn" penalty of 1 Atk, 10 Hit per point of damage.
+ Animating a worn weapon starts them off with the HP difference again, but they regain their normal stats.
+ An animated weapon is subjectable to be Repaired (for 1 HP) and Augmented.
+ May alternatively be Augmented to increase its Max HP by 1.
+ Every animated weapon caps Heron's MP by one point until disenchanted/destroyed.
+ Cannot be healed, cannot be buffed or debuffed.
+ Must be a melee weapon.

Yes, long, I know. xD
I just want this version to be useful for anything other than meat-shielding. The ones Hood was using were kind of a pushover.
I changed the "as from the Juggernaut ability" part since I intend to upgrade it later on.
Please also add that if only animated weapons are in the front row, the front row will be treated as not existing. So if you're both in cover and your weapon's in front, you can attack and be attacked in melee as if everyone was in front.
Also, if disenchanted mid-combat, it counts as a minor action.
235 AP.
185 AP if you remove the +20 Hit.
Cimeries wrote:Edit: If you have not considered it into the cost of Repair yet, I forgot to add that it can only be used outside of combat, as is Augment, but that one is implied anyway.
Decrease the cost from 85 to 60 AP then.
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Post by Cimeries »

Added the part about the front row. I also added that they become inactive if Heron is knocked out (if that decreases the cost :D).

I'll probably get all of them at some point. Right now I'm still poor.

Waiting for Ditto to post as I want to use the levers but do not know of their existence yet. :P
:wink:
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Post by Cimeries »

I may be late to post today so Ditto can play out my part (or just have Heron script attack in melee) if you're eager to advance.
:wink:
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Post by Cimeries »

My current script, effective until the end of the battle or until something interesting happens:
Heron will bonk that golem repeatedly with all of his available actions.
If his HP < 10, he moves to cover until he is healed again.
:wink:
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Post by Ditto »

My script until the end of the battle or an interesting occurence:
-Repeatedly attack the golem in melee.
-Use aura wave on me or Heron if I/he am/is below 50 percent HP to fully heal me/him, first priority to moi. Cure curse if it prevents healing.
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Post by Ditto »

-Will post this afternoon.
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Post by Ditto »

2 Scrap Metal and a pretty good weapon? We got lucky there.
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Post by Cimeries »

As I mentioned before, I'd like to attach a blade to my metal lever. Will "repairing" it be enough or do I need to Augment? Also I guess the weight differences will make the result into a twohanded weapon.
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Post by Shade »

"Repairing" it once per combination (so 1 time if you add just one lever, 2 times if you add both) should do the job.

If you attach one lever to it, you will get this:
- Unwieldy Makeshift Two-edged Steel Axe [4 - 6 Atk | 68 Hit | 20 Crt | 16 Wt]

If you attach both, you will get this:
- Makeshift Two-edged Steel Axe [5 - 7 Atk | 75 Hit | 20 Crt | 20 Wt]
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Post by Cimeries »

In that case let's see if Ditto is willing to give up his lever so that I can create the greater version right now.
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Post by Ditto »

I don't care about my lever, you should be able to deal enough damage to make up for mine. Post something about how you're a lever short or something in the game thread, though. Does repair use scrap metal for the weapon?
Last edited by Ditto on Tue Jan 04, 2011 8:23 pm, edited 3 times in total.
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Post by Cimeries »

Ditto wrote:Does repair use scrap metal for the weapon?
I assume it does since fixing negative ranks from weapons requires it too.
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Post by Ditto »

Ah crap, I used underline instead of strikethrough.
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Post by Shade »

Cimeries wrote:
Ditto wrote:Does repair use scrap metal for the weapon?
I assume it does since fixing negative ranks from weapons requires it too.
Yes, that is correct.

Ditto wrote:-Serene Stream-
Tal recovers power whenever he chooses not to act. Every turn that Tal does not take a minor or major action (he can talk, though) and he is not hit by any enemy attacks, he regains one mana. This does not work out of combat.
So this only works when you do absolutely nothing except talk?
60 AP sounds okay.
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Post by Ditto »

Hm. How much more if I add in that it works while being hit? While using minor actions?
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