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Author Topic: While we're waiting for the Warg...  (Read 2177 times)
Mister Andersen
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« Reply #15 on: February 10, 2011, 03:29:53 PM »

    I've got 1x resistance 5 valued as .5; the resistance essence list making ranged attacks as a valid type is a revelation.

    Which list are you drawing from? In my docs .5 for restance 5 is for minor damage types (like, say, 'cold'), not 50% of all possible attacks. I like the mechanic, but there's no way that's a reasonable pricing. It makes the Soldier's 2/11/19 (with a value arguably around 12) look like a fool's errand.

    It's just listed as a straight point cost for the ability: .5 for 5, 1 for 2x 5 or 1x 10. If not for the Essence I wouldn't have thought that ranged was a valid type.

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    I made the bonus insight instead of dodge because it's that bit harder to negate, reflecting the displacement as an innate quality rather than simply being fast. Though now I think of it, diplacement can be something of a two-edged sword.

    I'm thinking at +3 to +7 defense for one feat, you'd better go with the LEAST powerful option. The magnitude is already huge.

    Displacer Beast.
         Type: Large Hexapod Beast (1x2, Reach 1). Your maximum wounds are equal your Constitution score × 1.5 (rounded up).
    • Base Speed: 40 ft.
    • Cat Fall: You take 1 less die of damage from falling.
    • Enlightened Sneak: Your maximum Sneak rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
    • Light Sensitive: You take 20 points of flash damage when you enter a brighter area. You also suffer a –4 gear penalty with saves made to resist flash damage, though this penalty is negated with eye protection.
    • Lowlight vision: You gain the darkvision I quality.
    • Natural Attack: You gain the claw I natural attack.
    • Reviled: The starting Disposition of non-Displacer Beasts decrease by 10.
    • Slippery Devil: You gain a +3 bonus to avoid being grabbed.
    • Tentacles: You are considered to be armed with 2 whips at all times. You do not need to hold these weapons in your hands to ready them, but they may not be thrown or disarmed. If broken, they regenerate at the rate of one per day. You gain may purchase upgrades for this weapon for triple the normal price, but you must upgrade both at the same time and in the same manner (for a total of 6× the normal cost).
    • Thick Hide (3): You are considered to be wearing partial armour that provides Damage Reduction 2. This damage reduction does not stack with other armour (only the best protection applies while wearing additional armour). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

    Displacement [Species]
    Your enemies aren't sure where you are. You're not entirely certain yourself.
         Prerequisites: Displacer Beast, Sneak 4+ ranks, Parry trick
         Benefit: You gain a Dodge bonus to your Defence equal to your starting action dice. However, your error range when attacking increases by 1.

    Phase Shift [Species]
    People just can't seem to connect with you.
         Prerequisites: Displacement
         Benefit: Your Displacement feat's dodge bonus to Defence becomes an insight bonus, and you gain an equal amount of damage resistance against non-adjacent attacks
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    Morgenstern
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    « Reply #16 on: February 10, 2011, 04:48:12 PM »

    It's just listed as a straight point cost for the ability: .5 for 5, 1 for 2x 5 or 1x 10. If not for the Essence I wouldn't have thought that ranged was a valid type.

    Yeah. That made me a little nervous in the magic items, but the finished products you've built out of the tool have been so flavorful it's been worth the occasional cringing Wink. Sorta the same thing here - the concept is excellent, but a higher price and probably a smaller magnitude would make more sense. The .5 Origin benefit was for dealing with things like fire giants or aquatic creatures that woud need to resist 1 damage type to seem like they worked within their native environment.

    Quote
    Displacement [Species]
    Your enemies aren't sure where you are. You're not entirely certain yourself.
         Prerequisites: Displacer Beast, Sneak 4+ ranks, Parry trick
         Benefit: You gain a Dodge bonus to your Defence equal to your starting action dice. However, your error range when attacking increases by 1.

    I like it. It might work better as a stance so you can toggle the penalty. Might add a bit from one of the Jedi feats- "You may enter this stance without taking an action during surprise rounds."

    Quote
    Phase Shift [Species]
    People just can't seem to connect with you.
         Prerequisites: Displacement
         Benefit: Your Displacement feat's dodge bonus to Defence becomes an insight bonus, and you gain an equal amount of damage resistance against non-adjacent attacks

    That seems way safer.
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    Mister Andersen
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    « Reply #17 on: February 10, 2011, 05:31:14 PM »

    Displacement Basics [Species]
         Your enemies aren't sure where you are. You're not entirely certain yourself.
         Prerequisites: Displacer Beast, Sneak 4+ ranks, Parry trick
         Benefit: Your species feats count towards the number of times you may use your Parry action. You also gain a stance.
         Displacement Stance (stance): You gain a Dodge bonus to your Defence equal to your starting action dice. However, your error range when attacking increases by 1.

    Displacement Mastery [Species]
         People just can't seem to connect with you.
         Prerequisites: Displacement Basics, Arrow Cutting
         Benefit: Once per round you may enter Displacement Stance as a free action, and your Basics dodge bonus becomes an insight bonus. You also gain a trick.
         Phase Shift (total defence trick): Your thick hide quality increases by an amount equal to your starting action dice against attacks made outside your Reach.

    Displacement Supremacy [Species]
         You're just so out of touch.
         Prerequisites: Displacement Mastery
         Benefit: Your Basics bonus becomes unnamed, and your species feats count towards the number of times you may use your arrow cutting action. You also gain a trick.
         Coming and Going (parry trick): When you successfully parry or arrow cut an attack while in Displacement stance, you may immediately make a free attack.
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    Catodon
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    « Reply #18 on: February 16, 2011, 06:30:19 PM »

    Sorry, that was meant as a, apparently poor, thread-necromancy joke.

    I got It  Smiley
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    Morgenstern
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    « Reply #19 on: February 21, 2011, 07:32:57 PM »

    The wait is over Smiley.

    http://www.crafty-games.com/forum/index.php?topic=4747.0
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