Deliverance PnP - Talk Thread

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Cimeries
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Re: Deliverance PnP - Talk Thread

Post by Cimeries »

Duuude, post it before we die of old age.
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Re: Deliverance PnP - Talk Thread

Post by Shade »

Cimeries wrote:
Actually, how much AP for Magic Eye if I reduce it to one use per encounter instead of two?
Exactly half of the price I gave you already.
Okay.
I'm not even sure why I wanted two uses in the first place.
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Re: Deliverance PnP - Talk Thread

Post by Ditto »

Is there any point to resting other than healing now? With abilities being per battle instead of per rest period.
"It only hurts when my squad won't f***ing heal me."

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Re: Deliverance PnP - Talk Thread

Post by Shade »

Adding to this, how are you going to handle magic usage outside of combat? I'm asking because if there's no limit to magic outside of combat, I can just fully heal everyone between battles. Not that I'd complain, just wondering.
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Re: Deliverance PnP - Talk Thread

Post by Cimeries »

They rese
t at the end of encounters. If you use them before you'll begin combat without them.

For roleplay and miscellaneous problem solving (a.k.a showing off), feel free to use them.
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Re: Deliverance PnP - Talk Thread

Post by Shade »

Okay.
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Re: Deliverance PnP - Talk Thread

Post by Ditto »

*shakes octy* Where did you put the character sheet, damn it? *SLAP*
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Re: Deliverance PnP - Talk Thread

Post by octagon »

Here you go...
I am not really happy with it yet, but I don't want to let you wait much longer...
Kreldos, Lv1 Person With An Unfortunate Initial [0] [Front]
10/10 HP
1/1 SP
6-11 Dmg | +8 Hit | 17 AC
Glaive (2-7 Dmg)
Light Metal Garb (2 AC)
Light Bracers (1 AC)

Spoiler: Character sheet
Items

Spellbook
<some gravity-based spell decreasing evasion and increasing damage taken for an enemy>

Abilities
Great Divide [1/1] [active]
Physical attack dealing triple damage. Takes a full turn, user cannot act next turn.
Impetus [passive]
Kreldos can attack again if his strike felled an enemy.
Precision [passive]
Maneuver effects used by Kreldos are 20% stronger.
Quickstrike [sustained]
Kreldos can attack twice in one turn with attack power reduced by 25%.
Optimize [sustained]
Makes Kreldos both deal and take maximum damage.

Stats
Mettle: +4
Finesse: +5
Agility: +4
Fortitude: 0
Intellect: +1
Willpower: -4
Perception -5


Story
Script
[code][/code]
Obviously unfinished. Currently lacks a k-less name, a story and class.
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Re: Deliverance PnP - Talk Thread

Post by Ditto »

We can wait a little longer if you don't like your character. I just felt like openly impatiently bugging you. :lol:

Also, I'm sure that at Cimeries and/or Shade and me would gladly pounce at the chance to help out with your character and throw out ability/spell ideas, so feel free to ask if you feel like it.
Last edited by Ditto on Thu Jun 16, 2011 9:48 pm, edited 1 time in total.
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Re: Deliverance PnP - Talk Thread

Post by Shade »

I'm fine with waiting one more day. Take your time to make a character you actually like, octagon - I don't want you to drop out of the game at any point just because you don't like your character.


Also, more questions that I probably shouldn't be asking!
Does the agility boost from Alacrity stay active for the entire encounter I cast it in? And does the bonus stack if I cast the spell multiple times? In theory, there shouldn't be a difference between casting it on every person individually (gives +3 agility to everyone) and casting it on the whole party three times (should give +3 agility to everyone).
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Re: Deliverance PnP - Talk Thread

Post by octagon »

I do like my character, the problem is just... well... the obvious fact that he cannot actually be called a character yet, because his personality, story etc... don't exist yet.
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Re: Deliverance PnP - Talk Thread

Post by Ditto »

Btw, is your character supposed to be a ranged guy or a melee guy? I realize you picked a glaive to start with, but pretty much all of your skills work with both ranged weapons and melee weapons, and we don't actually start with stuff, so you could easily do whichever one you wanted. Defining whether you're hybridizing or going for a single role would help you choose a class name.

Also, Quickstrike should clearly have a cool name like Flurry or Barrage or something like that. :D

And there's no need to think up a story on the spot like some other people do. If you don't have ideas, you can formulate a personality in your head and drop small hints of your past in your characters actions as you think of the story while you play.
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Cimeries
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Re: Deliverance PnP - Talk Thread

Post by Cimeries »

Shade wrote: Also, more questions that I probably shouldn't be asking!
Does the agility boost from Alacrity stay active for the entire encounter I cast it in? And does the bonus stack if I cast the spell multiple times? In theory, there shouldn't be a difference between casting it on every person individually (gives +3 agility to everyone) and casting it on the whole party three times (should give +3 agility to everyone).
It will stack to up to +3 (so you can buff everyone +1 at a time if it's more convenient), it will end when an encounter ends. You can cast it right before an encounter if you see one coming and it will last through it.
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Re: Deliverance PnP - Talk Thread

Post by Shade »

@Ditto & octagon: Actually, I haven't chosen a class either. Do we have to?
Cimeries wrote:
Shade wrote: Also, more questions that I probably shouldn't be asking!
Does the agility boost from Alacrity stay active for the entire encounter I cast it in? And does the bonus stack if I cast the spell multiple times? In theory, there shouldn't be a difference between casting it on every person individually (gives +3 agility to everyone) and casting it on the whole party three times (should give +3 agility to everyone).
It will stack to up to +3 (so you can buff everyone +1 at a time if it's more convenient), it will end when an encounter ends. You can cast it right before an encounter if you see one coming and it will last through it.
Alright, good.
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Re: Deliverance PnP - Talk Thread

Post by Cimeries »

Ditto wrote:Btw, is your character supposed to be a ranged guy or a melee guy?
I'm pretty sure that with -5 perception he can't see anything past the range of his arms anyway.
Spellbook
<some gravity-based spell decreasing evasion and increasing damage taken for an enemy>
Magnitude: Effectively catapults the density (and thus, mass) of your weapon, causing it to pull enemies towards it. All of your attacks deal 2d3 + Willpower more damage, and the target's AC will be 2 + Willpower points lower. This spell can be cast as a minor action. The effect lasts for 3 + Willpower turns.

Alternatively, a more direct version:
Compress: Greatly raises the gravitational pull of a single creature, making them incredibly heavy and unable to dodge attacks or defend effectively. All incoming attack deal 1d3 + Willpower more damage, and the target's AC will be 3 + Willpower points lower. The effect lasts until the end of combat. (So for example if you take down an enemy and another raises them from a knockout state somehow, they will still be affected by the spell.)

Pick one.
Great Divide [1/1] [active]
Physical attack dealing triple damage. Takes a full turn, user cannot act next turn.
50 AP
Impetus [passive]
Kreldos can attack again if his strike felled an enemy.
80 AP assuming it can only be done once per turn. (I.E, no killing a swarm of 1 HP spiders or something with a single attack.)
Also unless you specify a target I will choose the target myself, obviously.
Precision [passive]
Maneuver effects used by Kreldos are 20% stronger.
60 AP assuming it's rounded down. 85 AP otherwise.
Quickstrike [sustained]
Kreldos can attack twice in one turn with attack power reduced by 25%.
160 AP if you can still do a minor action as well, 125 AP otherwise.
Optimize [sustained]
Makes Kreldos both deal and take maximum damage.
75 AP. Nice one.


Name you character whatever you like, it was just some overreacting for the sake of overreacting (and funnies) on my part.
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