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Author Topic: Heath's Personal Suggestions  (Read 42 times)

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Heath's Personal Suggestions
« on: July 08, 2015, 06:44:20 pm »
Ferocity- This skill allows the user to stay active for part of their bleed out count.  If the character is reduced to -1 Body then they may expend a use of this skill by announcing, “Ferocity!” which will allow them to stay conscious and active for the first 10 counts of their bleed out count.  This skill may be purchased multiple times.  Prerequisite: Battle Rage x1.  Cost: 4? CP

Blessing- This faith effect engraves a focus of the path that the character’s chosen Master or spirit is associated with.  This effect also grants a weapon it is used on +1 damage for 5 minutes or a combat scene, whichever comes first.  A Blessed area may be Dispelled or Suppressed.

Barrier of Faith: This effect grows on the power of Blessing and leaves an area imbued with the divine power of a character’s chosen Master or spirit that those who are not associated with that same Master or spirit are unable to enter it.  This skill requires a 60-count to use (Barrier of Faith 1, 2, 3… etc.) during which the character must remain stationary, the character is vulnerable to attacks (which interrupt and end the count), and after which the faith points are expended.  This barrier has an area of 30’x30’x30’ and a duration of one day.  Any creature associated with the Master or spirit that the character follows, or with the path of magic they represent, may enter and exit the barrier freely.  Any character with at least Faith Level 1 in the same Master or spirit as the character using this skill may also enter and exit freely.  All others are prohibited from entering unless the character that used this effect announces their recognition, “<Character> is recognized by the Barrier,” after which point the character may enter and exit freely.  If the character using this effect announces, “<Character> is no longer recognized by the Barrier,” then the character thus named may remain in the area but once they leave they cannot re-enter.  Only one character at any given time may be recognized by the Barrier.  This effect may be Dispelled or Suppressed.  This effect does not prevent objects from entering the area.

Divine Salvation fix: Target of this power is nauseated to the point of being unable to use any in-game skills for 10 minutes after being revived.
   
Disable Device- Suggest that third level in this skill grant -1 Stamina cost to Evade.  Perhaps also allow the user to purchase Evade without an instructor.

Rename Sleight of Hand to Hidden Pocket.  This would include the call for the skill.  This would help clarify the purpose of the skill.

Lower the price of Feign death by one for Rogues and Rangers.

The first attack launched three seconds of emerging from Surprise gains full Backstab damage against its target regardless of the target’s orientation.

Sneak- This skill allows the character to move freely from their initial hiding spot.  The character must stay within 10 feet of some form of cover (heavy shadow, low walls, trees, large rocks, etc.) and at least 10 feet away from any characters (anyone who is currently represented by a person whether it be a player character or NPC) or else the effect immediately ends.  During this time, the character may only walk (and must remain in a crouched position?) and must keep a hand on their head (maybe replace this signal with a headband?).  The count to begin use of this skill is, <Sneaking 1, Sneaking 2, Sneaking 3, Does anyone see me?”  If the character goes unanswered or is answered in the negative then they are considered hidden and may use Sneak.  If they are answered in the positive then a hold will be called to determine if the character is actually spotted.  The character may emerge from this skill with Surprise.  Prerequisites: Surprise.  Cost:  Same as Hide across the board

Acupressure- This skill allows the user to manipulate pressure points on a target’s body to cause either harmful or beneficial effects.  To use this skill, the character must touch their target’s body with a minimum length Small size natural weapon (which may neither inflict nor block damage) while announcing the use of one of the effects from this skill.  Each level of this skill grants a once per day use of a Natural effect listed below.  These are considered pathless effects therefore they may only be stopped with a Nature Shield spell and no others.  The natural weapon’s touch attack may be Deflected, Parried, Evaded, or Phased but it may not be Riposted.  The natural weapon may only be wielded in a single hand at a time but is usable with either hand.  Deflect Weapons will stop the touch attack and Lightning Barrier and Fire Aura may stop it as well if the attacker is dropped by the damage received.
1-   Awaken/Silence (5 minute duration)
2-   Cure Stun/Weakness (5 minute duration)
3-   Regenerate (only for Maimed and Deadened limbs)/Stun
4-   Maim <limb>/Kill
5-   Chi Block (prevent use of mana, faith, and stamina for 10 minutes)
Prerequisites: First Aid.  Cost- W6, R4, M6, PL6, MK4, RN5, TH5

Mobility- This skill represents a character’s sureness of foot and ability to navigate difficult terrains.  This skill allows for the user to replicate the effects of a <Terrain> Walk skill currently being invoked by another character (either a player character or NPC) in an encounter.  This skill does not grant the ability to use <Terrain> Walk skills of any sort, only to replicate them in response to their use.  This skill is announced as, “Mobility” in response to a character using any <Terrain> Walk skill. 
Prerequisites: None.  Costs: W6, R4, M6, PL6, MK5, RN5, TH5

Capture Creature special attack.  Pre-requisite: Skill +2.  Base cost: 5W, 8R, 10M, 7P, 8MK, 7RN, 9TH.  This is special attack is announced as, “Prepare to capture,” followed by “Capture Creature” during subsequent swings.  Once a hit is successfully landed on a legal area of the target’s body then the target is captured and may not move from where it was captured.  The target must stand with its arms at its sides with legs together and may only attempt to act from this position (a weapon may be swung, an alchemy thrown, or a spell or magical ability used).  The target may break out of capture by comparing Strength levels and then with a 3-count, taking 3 damage in the process.  This skill has no effect on Full Massive creatures but may be used on Limited Massive creatures.

Woodworker- This skill allows a character to work with wood to create wooden objects as well as to recognize woodwork and determine its quality.
Level   Ability
1   Detect/Identify valuable wood products
2   Craft Trinkets [Increase overall value of wood used by 5%]
3   Create settings
4   Detect unsafe walls/floor/ceilings. [30 count, wood only]
5   Craft Furniture [Increase overall value of wood used by 15%]
6   Estimate value of wooden items
7   Craft up to 15 pts. of production of all-wood weapons
8   Craft wands [Increase overall value of wood used by 25%]
9   Create item worthy of enchantment; Carve Foci
10   Construct Buildings

A Woodworker of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for production value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the cost to construct spell foci. However a Woodworker may set his own prices for them.

Vote on Mentor skill.

Cleave- This special attack bypasses any damage reduction that a target possesses.  This includes damage reduction from all sources including but not limited to magical, natural, divine, or damage reduction granted by equipment or items.  This special attack has a duration of five minutes during which time the character may announce “Cleave” at the end of any damage call.  Prerequisites: Pierce, Skill +2.  Cost: W4, R5, M7, PL4, MK5, RN4, TH6

Hand in hand with this, the Righteous Strike faith effect would swing Cleave damage for the five minute duration of the power.

As well, a new zero-cost Weapon Smith skill, Adamantine Weapon, may be added which requires Level III components for each Level I component normally required, increases the production cost of the weapon by x5, requires a full forge, and may not be used on any weapon that requires zero Ore components to create.  These Adamantine weapons will allow the wielder to announce “Cleave” at the end of any damage call while using them.

Add research capability to Forges.

Change Silver Weapon to Silver/Gilded Weapon.  There are creatures in the game that have special interaction with gilded weapons (x2 damage or Damage Reduction that is bypassed by gold) so adding a way to create these items seems necessary.  Change text to, “To silver or gild a weapon, a character with Weapon Smith must build the weapon incorporating 2 silver or gold pieces per Ore component needed to make the weapon. This process requires a Weapon Smith lab or a forge. Silvering/Gilding a weapon doubles the production cost of the weapon.”

Change Create Key spell to create multiple copies of the key to a Wizard Lock when cast at the creation of the Wizard Lock.

Rift- Remove Death effect from the effects of going through the Rift without a Law or Chaos Shield.  Require that both the entrance and the exit of the portal be touching the ground fully at the base.

Enfeeble- This spell has no effect on Full Massive creatures.

Hasten- This spell may be expended in order to replicate the effects of the skill Flee.

Lunar Blindness- Increase the mana cost of this spell to 6 instead of 4.
Heath Robinson: Autolycus, monk of Lu-Modae

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Re: Heath's Personal Suggestions
« Reply #1 on: July 09, 2015, 12:50:47 pm »
Cleave is announced as, "Prepare to Cleave."  It costs 4 stamina to use.
Heath Robinson: Autolycus, monk of Lu-Modae

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Re: Heath's Personal Suggestions
« Reply #2 on: July 09, 2015, 06:08:21 pm »
Capture Creature may be Deflected, Parried, Riposted, or Evaded.
Heath Robinson: Autolycus, monk of Lu-Modae

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Re: Heath's Personal Suggestions
« Reply #3 on: July 09, 2015, 08:28:24 pm »
Vagabond’s Guild: This guild is a secret network of connections among the poor of most major cities on the continent.  The network functions as a way for these impoverished people to sustain themselves and aid one another in the often harsh situations that they face on the streets of an uncaring city.  Members typically have neither permanent homes nor means of employment but rest somewhat easier knowing they can travel between cities to find temporary shelter and enough food to warm their bellies for a night or two.  The group lives by two basic rules: Always aid, never harm, people of low standing or in dire straits; and try to make legitimate coin when possible.  This vast network of transients holds a vast wealth of knowledge gained through being in the right place at the right time which is sometimes available for a price and is passed along through the coded language and texts developed by the group.
Prerequisites: May never be Noble.
Traits: Start with Vagabond Cant (a coded means of communication indecipherable to outsiders).  Start game with one piece of information about goings on in the city.  May purchase Read/Write Vagabond Code.

Stamina Chart [These numbers are the amount of cost reductions and increases each column gets.  Numbers in parentheses are what they would be if these changes go through]

Small: -1 x3; +1 x5 (4)
Short: -1 x3; +1 x4
Long: 0 all around
Two Handed: -1 x9 (7); +1 x1
Great: -1 x9 (7); +1 x2
Piercing: -1 x5; +1 x5 (4)
Blunt: -1 x7 (6); +1 x2
Slashing: -1 x5; +1 x1

Make modifiers for Capture Weapon 0 for all sizes and damage types.
Make Great weapon modifier for Trip 0.
Make Pierce modifier for Sever/Maim 0.
Make Blunt modifier for Sever/Maim 0.
Make modifiers for Deaden for Two-handed and Great weapons 0.

Legend Lore
Identifying information about magical items requires a 30 count for each piece of information gleaned.  Discerning summoning names requires as many weeks of research as it requires levels of Legend Lore to identify with a basic bead pick to determine success at the end [2 good, 1 bad].

Level   Ability
1   Identify an item as magical
2   Detect/Identify magical plants
3   Identify paths of magic used in a magic item’s creation
4   Detect/Identify magical animals, Identify paths of magic being cast
5   Identify any high magics used in creation of an item, Identify first effect of magical items
6   Detect/Identify beings made through use of magic, Identify paths of foci
7   Detect/Identify magical phenomena [gates, warps, rituals, etc], Secondary effects of items
8   Detect/Identify extraplanar beings
9   Discern names of creatures for summoning rituals,
10   Identify Legendary items and creatures, Identify all effects of magical items

Lower CP cost of Alertness by 1 across the board.
Heath Robinson: Autolycus, monk of Lu-Modae

 

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