octagon wrote:I wanted you to make up the damage formulas, since my last PnP experience has been a while ago, so I can't really estimate how reasonable or broken a calculation scheme is – even if this PnP is a silly joke PnP, I'd like to avoid another Powerslam.
Oh, I see.
I'll give you balanced formulas, then, although some of your skills are pretty much inherently broken.
But this is a joke PnP, so that's okay.
And please leave some blank lines between your abilities - it's really difficult to read them clustered up like that. ;/
octagon wrote:Angular [? MP]
Deals sideways damage to a single character. If a character who has accumulated sideways damage is rotated by whatever means causes the sideways damage to be converted into regular non-elemental magic damage or healing, depending on in which direction they were tilted.
2 MP?
octagon wrote:Tilt [? MP] [1 PP]
Holg rotates a character by 90°, dislocating their hitbox and causing sbsequent weirdness. Causes the last attack that missed an enemy to hit / the last attack that hit an ally to miss.
3 MP?
octagon wrote:Unstability [? MP] [2 PP]
The target starts to blink between two locations, evading all single-target attacks. If they are attacked twice in the same turn or hit by a multi-target attack, the effect ends.
5 MP?
octagon wrote:Mastodon of Pain [sustained] [? MP/turn]
Her attacks become usable from the back row, gain an [Int+2] bonus to Hit, are split up into 3 strikes, each of which deals half damage, and have a 50% chance to deflect ranged attacks.
7 MP per turn?
octagon wrote:Exciting Grid [2 PP] [2]
Divides the battlefield into an inexplicably interesting and awesome grid, which deals damage to enemies for every line of the grid they touch. Obviously, larger enemies will touch more lines and thus take more damage. (enemies can make an agility or intelligence save (depending on which stat is higher) to reduce the amount of lines they touch. Human-sized or smaller enemies will touch 0 to (Int÷2) lines. Enemies larger than a human will touch 2 to Int lines, and very large enemies (ogres, elephants, dragons) will touch 4 to (2·Int) lines.)
[2 + WIL/2] damage per line?
octagon wrote:Destroytheworld [all PP]
Holg ignores ontological inertia and goes on a rampage, attacking [2+Lvl±1] random enemies, smashing some landscape features/vegetation/furniture and dropping (Int+current PP) random explosive objects around her. Enemies have a (100/current PP) chance to partially cease to exist, which means they will get stunned for this turn and lose half of their current HP or 20% of their max HP, whichever is higher.
Should have a minimum PP requirement or an additional MP cost, as otherwise you can just use Destroytheworld exclusively for the increased number of attacks.
Explosions deal 2d4+WIL damage to a random enemy?
The "100/current PP" chance should also be the other way around ("current PP/100"), as the former means the chance for anything to happen goes
down for each additional PP, and goes from ERROR to 10000% to 5000% to... Well, definitely more than guaranteed.
octagon wrote:Soil Eater [Grasslands]
Pelts the enemy with chunks of dirt, transforms one of them into HP-restoring edible matter and tosses it to an ally. Damages all enemies and heals the ally whose HP is the lowest.
2d[1+WIL] damage?
octagon wrote:Shrubs of Wrath [Forest]
Conjures some goofy-looking and infuriatingly cutesy animated shrubs that carry the user's squirming enemies out of range, preventing them from acting for 1 turn and from using close-range attacks for (Int/2) turns. If an enemy that has a fire-elemental attack succeeds at a Willpower save, they can use it to burn the shrubs and evade the effect.
If Geomancy doesn't require any MP/PP to use, this leads to an infinite 100% guaranteed stun-lock against all enemies that don't have fire attacks.
octagon wrote:Break [Rocky]
Holg looks around and takes a break while absentmindedly kicking up some dust. Restores some of her HP, boosts party AC by 2 for the duration of the round and petrifies enemies in critical health status.
25% HP restored?
octagon wrote:Sponge [Underwater]
An absurdly dry sponge appears out of nowhere to dehydrate an enemy (regardless of other fluid sources in the vicinity).
2d8+WIL damage?
octagon wrote:Highjump [Castle]
Holg leaps high into the air, crashing her relatively shockproof head into the ceiling and causing rubble to rain down on all enemies. Enemies who somehow ended up between her head and the ceiling are squished for high damage.
4d8+STR damage?
octagon wrote:Weaponized Furniture [Fancy Room]
Causes the interior decoration itself to become hostile, halving enemies' chances to hit or evade attacks and causing all enemies performing an action that requires moving during this turn to trip, dealing some damage.
2d4 damage?
octagon wrote:IsleoftheDamned [Wasteland/Netherworld]
Traps an enemy's mind in redundant and horrifying contemplations regarding a place that was turned into a horrible demon-infested hellhole. “Let's go to the Isle of the Damned! But before we go to the Isle of the Damned, I need to do something to prepare for the Isle of the Damned…” – Deals Spooky damage and disrupts enemy concentration, lowering their accuracy and spell damage.
[1 + WIL/2]d6 damage, -2 Hit and -2 spell damage until the end of combat or the terrain is changed?
octagon wrote:Mastery of Even Numbers in the Calm of the Storm v1.3.5a: Fake Extrapolation of Horrible Planet ~ Mysterious Turmoil of St. Vortex the Eager [Fallback]
Does something ridiculously complicated and surrounds an ally with an energy field, giving them an additional major action this turn and dealing decent, lightning-elemental, physical damage the next [Int] enemies that hit them.
4d3 damage?