[PnP] The Rebellion (Talk)

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[PnP] The Rebellion (Talk)

Post by Shade »

I totally didn't forget to think of a proper title for this PnP

Rules:

Roleplaying
1. For anything not adressed in this ruleset, generic RPG rules apply. You know the drill. (Feel free to ask if you don't.)

2. If you want to do something that you don't want to describe as bluntly in your roleplaying or otherwise can't fit into it, feel free to state your character's actual action in OOC text.


Combat

3. This PnP uses the traditional d20 for determining the success of all actions.
Physical attacks will hit if the attacker's d20 + Hit matches or exceeds the target's AC.
There are no critical hits by default, though you can take an ability that allows you to score them.

4. Every character can take either a minor and a major action per turn, or just two minor ones.
- Major actions: Attacking, using a spell or an active ability (unless specified otherwise), using an item, changing armour.
- Minor actions: (De-)activiating a sustained ability, giving or receiving an item, switching between front and cover, changing weapons.

5. If a character's HP drop to 0, he/she is KO. Unconscious characters can't act anymore until the battle is over, at which point they regain consciousness (but remain at 0 HP, unable to defend themselves until they rest or are healed).
Also note that getting knocked out damages your fortitude modifier, meaning that your max. HP will be reduced until you get sufficient rest.

6. You can choose between two possible positions for battles - front or cover. The front can be attacked by anything, but can also attack with anything itself. Covered characters cannot attack in melee. Trying to attack a covered combatant in melee is possible, but provokes a DEX vs. AGI check against all opposing front combatants and is thus more likely to fail - however, this only applies if the front actually exists. If there's no front row, the cover row will be treated as the front.

7. If things don't seem to be going your way, you can escape from battles. Whether this fails or succeeds depends on the circumstances; usually, you will be able to get away, but ranged attackers will get in a few free attacks while you escape. However, any party members not capable of moving (e. g. because of being unconscious) will need to be carried by someone else, and will be left behind if carrying them would hinder your escape too much.

8. If you don't want to wait for the other players to post in a battle (for example if it just drags on and seemingly takes forever), you can just post a bolded End Turn in the game thread. You can then also give orders to the characters that haven't posted yet, if you want to, kind of like in an actual RPG game. Any characters that do not receive orders and have not posted yet at that point will idle for that turn.
You can also post actions for multiple turns in advance, which I will attempt to follow as closely as possible.


Character Stats
9. Every character's main stats are HP (Health Points), XP (Experience Points) and AP. Everyone knows what HP and XP do, as well as how XP are gained. AP allow you to learn abilities as usual.

10. Advancing to the next level always takes 100 XP. After a level up your XP are reset to 0, though any leftover XP will be kept (e. g. reaching 108 XP would leave you with 8 XP after the level up). Gaining a level will allow you to distribute 2 additional points among your main stats and increase your max. HP, as well as give you additional AP.
For purposes of making calculations easier, you start out at Lv0 instead of Lv1.

11. Players may define their active/sustained/passive abilities themselves, but the GM may change them if he deems them too imbalanced; otherwise, you'll be told how many AP your abilities require. Please refrain from making your abilities overly complex, as I don't really feel like spending three hours just to calculate one round of combat.
I'm aiming for roughly 25 AP for a completely "average" ability (with active abilities' uses' average being 2), though that doesn't mean that abilities that require more or less AP than that can't be just as effective.

12. You can't define your own equipment, but you can specify what you'd like to start out with and will be given something appropriate. If you don't specify anything, you will be given random equipment as deemed appropriate for your character. The more equipment you request, the weaker every individual piece you get will be overall. You may also choose one utility item (a rope, lockpick, bottle, net, something like that) on top of this.

13. Items don't stack. Ammunation (arrows, bolts, throwing stars, throwing knives, etc.) is excepted.

14. Each character has the following modifiers, also called main stats:

Strength (STR)
- Every point de-/increases the maximum number of items you can carry.
- Every point de-/increases your base HP by 1.
- Every other point increases the damage your physical attacks deal by 1. Negative points do not decrease your damage.
- Every other point de-/increases your Hit bonus by 1.
If a damaged/buffed STR modifier causes your inventory limit to drop below the amount of items you are carrying, you will have to discard items until you no longer surpass your new limit.
A damaged/buffed STR modifier will not affect your HP.


Dexterity (DEX)
- Every point de-/increases your Hit bonus by 1.
- Every other point de-/increases your AC by 1.
! Note that wearing armour may impose a penalty (indicated by the "Mal" rating) on checks done with this stat. The direct benefits to Hit and AC are not affected, however.

Agility (AGI)
- Every point de-/increases your AC by 1.
- Your AGI is applied to your saving throw against various spells (mostly those that take on a physical form, like a fireball for example).
! Note that wearing armour may put a limit (indicated by the "Cap" rating) on the benefits received from this stat.

Fortitude (FOR)
- Every point de-/increases your base HP by 2.
- Every other point increases your HP Modifier (HP increase upon level up) by 1. Negative points do not decrease your HP Modifier.
- Your FOR is applied to your saving throw against status ailments and instant death.

Intellect (INT)
- Every other point de-/increases your maximum MP by 1.
- Every point increases the maximum number of spells you can memorize by 1. Negative points do not decrease your spell limit.
- Every point de-/increases your AP by 10.
- Your INT determines the chance of success of many of your own spells.
A damaged/buffed INT modifier will not affect your MP, AP, and spell limit.

Willpower (WIL)
- Every other point de-/increases your maximum MP by 1.
- Your WIL determines the effectiveness of many of your own spells.
- Your WIL is applied to your saving throw against some types of spells (mostly those that do not take on a physical form, like debuffs, curses and mind control).
A damaged/buffed WIL modifier will not affect your MP.

...this results in the following sub-stats:

Code: Select all

 - HP Modifier            (HPMod): 1 + FOR/2
 - Health                    (HP): 20 + [Lv xHPMod] ± 2xFOR ± STR   (cannot be lower than 0)
 - Mana                      (MP): 1 ± INT/2 ± WIL/2   (cannot be lower than 0)
 - Ability Points            (AP): 100 + 10xLv ± 10xINT
 - Spell limit                   : 1 + INT
 - Inventory Cap                 : 5 ± STR   (cannot be lower than 1)
 - Damage                   (Dmg): Weapon damage + STR/2. If unarmed, weapon damage is 1d3.
 - Hit Bonus                (Hit): STR/2 ± DEX ± Weapon Hit
 - Armor Class               (AC): 10 ± DEX/2 ± AGI ± Equipment AC
± means that this works both ways, and is added when positive, but taken away when negative.
+ means that this only works positively; a negative stat has no effect.

15. Distribute your starting stats wisely.
Your modifiers can be anything from -5 to (5 + Lv). The sum of all your modifiers must not exceed +5 at the beginning, though you may distribute 2 more points everytime you level up.

16. Any character that fulfills the necessary requirements may start out with up to 3 spells. You can specify what kind of spells you want and what they're supposed to do, but what exactly you end up getting is decided by the GM. After the game has started, spells can be learned at various occassions. Your characters may freely teach each other their knowledge of spells when they're unoccupied for a while, though depending on both the pupil and the teacher, the pupil may learn a different variation of the spell instead (this is not always strictly negative).

17. You can rest whenever you're not in immediate danger. Resting recovers your HP, MP and ability uses, as well as damaged modifiers.
In order to fully recover your HP and MP, you'll have to rest for around 8 hours.
In order to fully recover your ability uses, as little as around 1 hour is sufficient.
Modifiers recover at a rate of around 1 point per 8 hours.
If your rest is interrupted at some point or you simply don't rest long enough, you'll still recover a certain percentual value of your HP, MP and ability uses, but not nearly as much.
Unless you're in a hurry, take your time and rest after battle. Don't rush things.


  • Example-kun, Lv 0.00 (Front)
    HP 16/16
    MP ■■■
    1d8+2 Dmg | -1 Hit | 16 AC
    Longsword [ 1d8 Dmg ]
    Chainmail [ 5 AC | Cap at +2 | -4 Mal ]
    Spoiler: Inventory & Status
    Items (1/9):
    - Empty Bottle

    Spells (0/4):
    ---

    Abilities ( ??/130 AP):
    [list][*]Example Ability [ 3 / 3 ] [ Active ] [ ?? AP ]
    Description
    [*]Example Ability [ Sustained ] [ ?? AP ]
    Description
    [*]Example Ability [ Passive ] [ ?? AP ]
    Description
Stats:
+4 Strength
-3 Dexterity
+2 Agility
-4 Fortitude
+3 Intellect
+3 Willpower

HPMod: +1

Appearance:
[Insert description and/or picture]

Story:
[Insert your character's background and story][/spoiler][/list]


  • Example-san, Lv 6.43 (Front)
    HP 51/51
    MP ■■■■■■■
    1d8 Dmg | -2 Hit | 19 AC
    Iron Spear [ 1d8 Dmg | +1 AC | 2h ]
    Enchanted Wizard Robe +2 [ 4 AC ]
    Spoiler: Inventory & Status
    Items (1/1):
    - Empty Bottle

    Spells (0/9):
    ---

    Abilities ( ??/240 AP):
    [list][*]Example Ability [ 3 / 3 ] [ Active ] [ ?? AP ]
    Description
    [*]Example Ability [ Sustained ] [ ?? AP ]
    Description
    [*]Example Ability [ Passive ] [ ?? AP ]
    Description
Stats:
-5 Strength
+0 Dexterity
+4 Agility
+6 Fortitude
+8 Intellect
+4 Willpower

HPMod: +4

Appearance:
[Insert description and/or picture]

Story:
[Insert your character's background and story][/spoiler][/list]



As for the story: the exact details depend on what characters you make, but the overall gist of it is that you end up escaping from a large country for certain reasons, build a small village to get supplies and recruit supporters for your cause, and strike back against the country after you've gathered enough support.
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Re: [PnP] The Rebellion (Talk)

Post by Cimeries »

Hmhmhm. Do you have a specific setting for the game yet? (countries, places, lore, etc.)
:wink:
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Re: [PnP] The Rebellion (Talk)

Post by Shade »

I have the plot line planned out from start to finish, but not much more than that. It's a fantasy setting (as usual), but other than that, I'm flexible. The exact circumstances, details and possibly even lore will depend on what characters you come up with.

For example, if most of the party ends up not (fully) being human, I may pick up the racism motif as the motivation for your escape. However, depending on your party setup, I may also go with a theme of "rich vs. poor", nonsensical unfair laws, religion, or anything else that strikes me as suitable.
If you have something specific in mind, feel free to mention it, too.

Names haven't been decided on either, and I may drop a few symbolic references here and there.
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Re: [PnP] The Rebellion (Talk)

Post by Ditto »

Are mild guns allowed, and if so, what kinds? I'm stepping in as tank again (as I'm sure you all expected), but I'm interested in making a dwarf engineer/tank type character, so it makes a big difference whether I'm restricted just to crossbows, if I can use muskets, or if I can go all the way up the ladder and use some basic artillery (cannons, etc.).
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Re: [PnP] The Rebellion (Talk)

Post by Shade »

I guess for a dwarven engineer, gunpowder technology is plausible, so a musket or something may be fine (basically, anything that realistically doesn't completely outclass bows/crossbows because of a very low firing rate). You probably won't see much of it elsewhere, though.
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Re: [PnP] The Rebellion (Talk)

Post by penguinflyer5234 »

What's the difference between sustained and passive?

Does sustained take an action or something?

(feeling stupid :|)
...
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Re: [PnP] The Rebellion (Talk)

Post by Shade »

You can activiate and deactiviate sustained abilities at will (or at the cost of a minor action during combat), as they usually come with a drawback.
For example, you could take a sustained ability that makes it so that you always take and deal maximum damage. As it can be both positive and negative depending on the circumstances, you may want to be able to turn it off when needed.
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Re: [PnP] The Rebellion (Talk)

Post by Cimeries »

Shade wrote:I have the plot line planned out from start to finish, but not much more than that. It's a fantasy setting (as usual), but other than that, I'm flexible. The exact circumstances, details and possibly even lore will depend on what characters you come up with.
I see. The reason I asked is that I want to use Volke from Deliverance, as I want to play a poison specialist and have some basic stats, abilities and history for him. I was wondering if you wanted to collaborate to make this some kind of side-story-prologue thing to Deliverance's plotline. Since Ditto is playing a G'nome though, I'll just make it the same guy with a different name. It's a bit too much work to sync two PnP plots like that anyway.


Image
  • Soren, Lv 0.00 (Front)
    HP ??/??
    MP ■■■■■
    1d4 Dmg | ±0 Hit | ?? AC
    Dagger [ 1d4 Dmg ]
    Old Robe [ 1 AC ]
    Grim Aegis [ 2 AC | Haunt Focus: +1 HP ]
    Spoiler: Inventory & Status
    Items (?/?):
    - ??

    Spells (0/5):
    - Poison duh
    - Harm spell
    - False life (temporarily raise current HP)

    Abilities ( ??/?? AP):
    [list][*] Image Haunt [ 1 / 1 ] [ Active ] [ ?? AP ]
    Soren creates a stationary dire totem of bone and animates it with unlife. The totem will fire venomous magic missiles at his enemies until it is destroyed or dismissed by Soren. The totem has 1 + [INT/3] HP and always takes 1 point of damage from attacks. Its missiles deal [INT] damage upon hit, inflict poison of [INT/2] damage and [WILL/2] duration, and cannot miss.
    This ability requires a corpse, and the corpse is destroyed in the process. Soren can use certain special items as a controlling focus to give individual haunts extra abilities, but only one such effect can be chosen with each haunt.
    (Currently: 2 HP, 5 Dmg, Poison: 2 Dmg per turn for 1 turn.)

    [*]Accelerate Poison [ 3 / 3 ] [ Active ] [ ?? AP ]
    Directly manipulate and guide the venom inside of a poisoned victim, making them instantly take all delayed poison damage that they still have stacked on them, and deals a bonus [INT] poison damage on top of that.
    [*]Toxic Gift [ Passive ] [ ?? AP ]
    Whenever Soren is afflicted with poison, he recovers 1 MP. He will not recover MP if he was poisoned by his own spell or from a Haunt he created.
    [*]Viperblood [ Passive ] [ ?? AP ]
    Whenever Soren sustains poison damage, the amount is always disregarded and he only loses 1 HP.
    [*]Herbalism [ Passive ] [ ?? AP ]
    Soren can concoct poisons from plants and animal organs. (Up to GM's discretion)
Stats:
-4 Strength
±0 Dexterity
+1 Agility
±0 Fortitude
+5 Intellect
+3 Willpower

HPMod: ±0

Appearance:
- Medium Height and build.
- Brown Eyes.
- Short, carefully groomed brown beard. Hair cut to a buzz.
- Wears decorative teeth and bone necklaces.

Background:
- Member of a shamanic, tribal society that deliberately lives on the outskirts of civilization, in the forests.
- A corrupt ruler (baron?) of the lands his tribe resides in constantly attempts to drive his tribe away. The ruler often sends his men to harass Soren's community, steal livestock, interrupt their hunting or foraging, etc.[/spoiler][/list]

Haunts: Basically I create a little evil undead turret that fires poison shots. If I have an item with: "Haunt Focus" abilities, I can channel the ability through that item to give the haunt the listed bonus. Equipment with Haunt Focus is not consumed when I do it.

I made Soren start with a special weak shoulderpad made of bone that acts as a Haunt Focus. I gave him crap equipment besides that so it's not overpowered.
(So for instance, if I were to summon a Haunt right now and pick the Grim Aegis as the focus, the resulting Haunt would have 1 more HP than the ability description says it should.)

It's up to you to drop Haunt Focuses as loot when you see fit. Focus items that aren't weapons or armor are comestible and will be destroyed after they're used, but they tend to have some better effects.
I have a list of effect ideas I can PM you if you need it.

Herbalism is so I can make poison vials from plants and monsters. Possibly with different effects added to poisons depending on the ingredient I put there. That's entirely up to you, though I'd like to be able to make enough to give party members to use with their weapons occasionally.
I can PM you a list of effect ideas for poisons as well.
:wink:
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Re: [PnP] The Rebellion (Talk)

Post by penguinflyer5234 »

We start out at level 0, Cimeries.
...
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Re: [PnP] The Rebellion (Talk)

Post by Cimeries »

I knew that.
:wink:
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Re: [PnP] The Rebellion (Talk)

Post by Ditto »

Actually, I think I'll scrap the engineer idea (I want more time to develop it if I'm going to use it.)

I have a good tank idea set up, but I'd like to see if Octy and AoD are participating before I finish it.
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Re: [PnP] The Rebellion (Talk)

Post by Agent of Dread »

"if"
Hahahahaha! Of course I'm playing. :D
But I'm posting this from IT class, so I'll come up with a good character later. If Ditto isn't claiming any guns after all can I have a gunman?
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Re: [PnP] The Rebellion (Talk)

Post by Shade »

Cimeries wrote:I see. The reason I asked is that I want to use Volke from Deliverance, as I want to play a poison specialist and have some basic stats, abilities and history for him. I was wondering if you wanted to collaborate to make this some kind of side-story-prologue thing to Deliverance's plotline. Since Ditto is playing a G'nome though, I'll just make it the same guy with a different name. It's a bit too much work to sync two PnP plots like that anyway.
Well, I could theoretically make it work and it would even make sense to some extent, but yeah, it's much easier on me if I make the plot of this PnP independent from yours.

Cimeries wrote:Dagger [ 1d4 Dmg ]
I'm actually giving light weapons like these an accuracy bonus to somewhat balance out their low damage output. Regular daggers have a +2 Hit bonus in addition to their 1d4 damage die.

Your stats are, according to your modifiers:
16 HP, 4 MP (you'd have 5 if you had 4 INT / 4 WIL, but on the other hand with 5 INT / 3 WIL, you can easily jump from 4 to 6 MP on your first level up if you want to).
0 Hit is accurate with the change to your dagger.
14 AC
You can only carry one item.
You can memorize 6 spells. (Everyone gets a free spell slot regardless of INT.)
You have 150 AP to work with.
Your HPMod is +1. (+1 HP per level up is the minimum bonus you can get; FOR only adds to this.)
Cimeries wrote: Image Haunt [ 1 / 1 ] [ Active ] [ ?? AP ]
Soren creates a stationary dire totem of bone and animates it with unlife. The totem will fire venomous magic missiles at his enemies until it is destroyed or dismissed by Soren. The totem has 1 + [INT/3] HP and always takes 1 point of damage from attacks. Its missiles deal [INT] damage upon hit, inflict poison of [INT/2] damage and [WILL/2] duration, and cannot miss.
This ability requires a corpse, and the corpse is destroyed in the process. Soren can use certain special items as a controlling focus to give individual haunts extra abilities, but only one such effect can be chosen with each haunt.
(Currently: 2 HP, 5 Dmg, Poison: 2 Dmg per turn for 1 turn.)
Do you control the totem yourself, or does it act on its own?
I also don't particularly like the "unmissable" part. Having it use your INT modifier as its accuracy bonus and count as a projectile spell should work well enough.
I also assume that healing will not affect the totem.
35 AP, I imagine that totem to be pretty useful in extended fights. 40 if you control it yourself.
Cimeries wrote:[*]Accelerate Poison [ 3 / 3 ] [ Active ] [ ?? AP ]
Directly manipulate and guide the venom inside of a poisoned victim, making them instantly take all delayed poison damage that they still have stacked on them, and deals a bonus [INT] poison damage on top of that.
I'll assume that you cannot abuse this ability to invoke an unmissable 5 damage if your target isn't poisoned in the first place?
15 AP in total seems okay.
Cimeries wrote:[*]Toxic Gift [ Passive ] [ ?? AP ]
Whenever Soren is afflicted with poison, he recovers 1 MP. He will not recover MP if he was poisoned by his own spell or from a Haunt he created.
20 AP.
Cimeries wrote:[*]Viperblood [ Passive ] [ ?? AP ]
Whenever Soren sustains poison damage, the amount is always disregarded and he only loses 1 HP.
25 AP. Nice combo there.
Cimeries wrote:[*]Herbalism [ Passive ] [ ?? AP ]
Soren can concoct poisons from plants and animal organs. (Up to GM's discretion)
I was actually planning to have everyone be able to try their hand at chemistry and potion-making if they find suitable ingredients. Due to the way the system I thought of works, creating poison (as well as other potions with negative effects) is actually possible without any special skill required to do so, and may in fact even happen by accident if you mix particularly bad ingredients (ones that don't just upset your stomach).
You could, however, get a bonus on the potency of poison and other negative potions.
For a +50% bonus on the potency of poison and other negative potions created by you, 25 AP would sound fine.

Cimeries wrote:It's up to you to drop Haunt Focuses as loot when you see fit. Focus items that aren't weapons or armor are comestible and will be destroyed after they're used, but they tend to have some better effects.
I have a list of effect ideas I can PM you if you need it.
Ok.
Sure, feel free to; you've probably thought about this in more detail than I could come up with off-hand.


Spells:

[*]Toxic Mist
[Current: 3 damage, 2 poison for 3 turns | DG 15 against FOR ]
The caster creates a cloud of poisonous olive-colored mist in a chosen area nearby. Anyone caught in the mist will have to make a FOR check with a DG of [10 + INT], and will take [WIL] poison damage as well as suffer a poisoning of [1 + WIL/2] damage for [1 + INT/2] turns if they fail it.

[*]Camouflage
[Current: +13 anti-detection, -6 enemy Hit]
The caster invokes a magical sphere around the target acting like an optical illusion, effectively making it nigh invisible. While this spell is in effect, the target will receive a [10 ± WIL] bonus against any detection checks, and any attacks aimed at them will receive a -[5 ± WIL/2] malus to Hit. The target remains in this state until it moves or acts (talking doesn't count).

[*]Phantom
[Current: -4 to modifiers | +5 Hit ]
The caster attempts to animate the soul of a fresh nearby corpse and forces it to fight alongside him. First, the caster needs to pass an INT check against [10 + target Lv x2], or else the spell outright fails. The stats and abilities of the phantom depend on the stats of the corpse; it will use the same modifiers as a base, but receives a [5 - WIL/3] (but at least -1) penalty to all of them. If this would result in the phantom having 0 or less HP, it is destroyed and the spell fails. Otherwise, it will then be treated as a regular combatant, save for the fact that it cannot be healed and is completely destroyed if its HP drop to 0.
This spell needs to be sustained and requires another MP every turn it is maintained. If the caster runs out of MP at the beginning of a turn or cancels the spell as a minor action, the phantom is destroyed.



@AoD: With the same restrictions, yes.
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Re: [PnP] The Rebellion (Talk)

Post by Cimeries »

Shade wrote: Do you control the totem yourself, or does it act on its own?
I also don't particularly like the "unmissable" part. Having it use your INT modifier as its accuracy bonus and count as a projectile spell should work well enough.
I also assume that healing will not affect the totem.
35 AP, I imagine that totem to be pretty useful in extended fights. 40 if you control it yourself.
It acts on its own. It's not particularly clever either. It'll fire at whatever doesn't look poisoned enough for its taste.
I made its attacks unmissable so that you don't have to bother with additional rolls (I know I would rather not...), but sure, INT mod as accuracy sounds reasonable enough.
How much if it also required 1 MP to make, in addition to a corpse?
I'll assume that you cannot abuse this ability to invoke an unmissable 5 damage if your target isn't poisoned in the first place?
Nope, they have to be poisoned already when the ability is used. Shouldn't be an issue though, muahaha.
Nice combo there.
I was planning to go a little crazy with it and start gulping down my own venom potions if I was ever desperate for MP, though they're mostly just for flavor. :D
You can only carry one item.
F***. :woo:
Are there containers in this game? Can you be convinced to give up the negative aspect of strength for the inventory?
Alternatively:
Tools of the Trade: Soren can carry 5 additional items, but these extra slots may only be used for potions, alchemy equipment, ingredients, Haunt Focuses, etc.

Spells:
I edited my preferences a bit before you posted. :P
They're in this post too now.


Image
  • Soren, Lv 0.00 (Front)
    HP 16/16
    MP 04/04
    1d4 Dmg | ±0 Hit | 14 AC
    Dagger [ 1d4 Dmg | +2 Hit]
    Old Robe [ 1 AC ]
    Grim Aegis [ 2 AC | Haunt Focus: +1 HP ]
    Spoiler: Inventory & Status
    Items (?/?):
    - ??

    Spells (0/6):
    - Poison duh
    - Harm spell
    - False life (temporarily raise current HP)

    Abilities ( ??/?? AP):
    [list][*] Image Haunt [ 1 / 1 ] [ Active ] [ ?? AP ]
    Soren creates a stationary dire totem of bone and animates it with unlife. The totem will fire venomous magic missiles at his enemies until it is destroyed or dismissed by Soren. The totem has 1 + [INT/3] HP and always takes 1 point of damage from attacks. Its missiles deal [INT] damage upon hit, inflict poison of [INT/2] damage and [WILL/2] duration, and have a hit bonus of [INT].
    This ability requires a corpse, and the corpse is destroyed in the process. Soren can use certain special items as a controlling focus to give individual haunts extra abilities, but only one such effect can be chosen with each haunt.
    (Currently: 2 HP, 5 Dmg, +5 Hit. Poison: 2 Dmg per turn for 1 turn.)

    [*]Accelerate Poison [ 3 / 3 ] [ Active ] [ 15 AP ]
    Directly manipulate and guide the venom inside of a poisoned victim, making them instantly take all delayed poison damage that they still have stacked on them, and deals a bonus [INT] poison damage on top of that.
    [*]Toxic Gift [ Passive ] [ 20 AP ]
    Whenever Soren is afflicted with poison, he recovers 1 MP. He will not recover MP if he was poisoned by his own spell or from a Haunt he created.
    [*]Viperblood [ Passive ] [ 25 AP ]
    Whenever Soren sustains poison damage, the amount is always disregarded and he only loses 1 HP.
Stats:
-4 Strength
±0 Dexterity
+1 Agility
±0 Fortitude
+5 Intellect
+3 Willpower

HPMod: ±0

Appearance:
- Medium Height and build.
- Brown Eyes.
- Short, carefully groomed brown beard. Hair cut to a buzz.
- Wears decorative teeth and bone necklaces.

Background:
- Member of a shamanic, tribal society that deliberately lives on the outskirts of civilization, in the forests.
- A corrupt ruler (baron?) of the lands his tribe resides in constantly attempts to drive his tribe away. The ruler often sends his men to harass Soren's community, steal livestock, interrupt their hunting or foraging, etc.[/spoiler][/list]
:wink:
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Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
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Re: [PnP] The Rebellion (Talk)

Post by Shade »

Cimeries wrote:It acts on its own. It's not particularly clever either. It'll fire at whatever doesn't look poisoned enough for its taste.
Oh, I see. You can lower the AP cost to 30 then.
Cimeries wrote:I made its attacks unmissable so that you don't have to bother with additional rolls (I know I would rather not...), but sure, INT mod as accuracy sounds reasonable enough.
Considering I can use actual dice to determine hits in this PnP, it actually isn't that bad.
Cimeries wrote:How much if it also required 1 MP to make, in addition to a corpse?
In addition to the above, that would lower the cost to 25 AP.
Cimeries wrote:
I'll assume that you cannot abuse this ability to invoke an unmissable 5 damage if your target isn't poisoned in the first place?
Nope, they have to be poisoned already when the ability is used. Shouldn't be an issue though, muahaha.
Alright then. :mrgreen:
Cimeries wrote:
Nice combo there.
I was planning to go a little crazy with it and start gulping down my own venom potions if I was ever desperate for MP, though they're mostly just for flavor. :D
Yeah, that's what I thought. :)
Cimeries wrote:Are there containers in this game?
I wasn't planning to add any carriable ones, although you can leave items in your "home" and pick them back up at a later point. If you want to have more inventory space, increase your strength. :P
Cimeries wrote:Can you be convinced to give up the negative aspect of strength for the inventory?
Nope. :mrgreen:
As you may have noticed, I tried to give every stat something that would discourage people from lowering it too much. Low inventory space for a low STR is one of these things. :P
Cimeries wrote:Alternatively:
Tools of the Trade: Soren can carry 5 additional items, but these extra slots may only be used for potions, alchemy equipment, ingredients, Haunt Focuses, etc.
Well, that covers a majority of the useful non-equipment items, so you may as well just make them fully usable extra slots.
20 AP for 1 additional slot, 50 for 2 slots. Not giving you more than two for only AP.


Spells:

[*]Toxic Mist
[Current: 3 damage, 2 poison for 3 turns | 15 Hit vs. FOR ]
The caster creates a cloud of poisonous olive-colored mist in a chosen area nearby. Anyone caught in the mist will have to make a FOR check with a DG of [10 + INT], and will take [WIL] poison damage as well as suffer a poisoning of [1 + WIL/2] damage for [1 + INT/2] turns if they fail it.

[*]Ray of Pain
[Current: 2d8+3 dmg | +5 Hit vs. AGI]
The caster fires a concentrated ray of magical power at his target, inflicting severe wounds upon a hit. Deals [2d8 ± WIL] damage.

[*]False Life
[Current: +65% HP for 7 turns]
The caster injects magical energy into the target's life force, temporarily allowing them to survive much more severe wounds than their body could usually take. The target receives [50 ± 5x WIL]% additional HP, up to 150% of their maximum. However, this magical energy is very unstable and dissipates after [5 ± INT/2] turns, taking away just as many HP as it previously added. The target is guaranteed to survive this loss of HP even if it takes them into the negatives, although any further damage will then take them out as usual.
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