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Author Topic: Origin Creation Game 2.0  (Read 13352 times)
Foghorn
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« Reply #105 on: October 05, 2007, 11:09:37 AM »

I don't know about the cost of the big ability on Charlatan, but Impress being a class skill plus 5 to result cap costs 1 design point, the insight bonus costs 2, packaging the two together shouldn't make it half price.

On Texas Ranger, gaining any 2 proficiencies should probably cost more or make it 2 specific proficiencies instead of any. That and I think that the gear ability should probably cost more since it allows some pretty serious gearing up options. That and I couldn't help but think of writing a "Walker," Talent after seeing Texas Ranger...
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Pneumonica
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« Reply #106 on: October 05, 2007, 12:55:34 PM »

WHOOPS!  Didn't mean to have kept the insight bonus (it makes the "diverse not-quite-spell-power" effect a little too powerful, IMHO, given that the Charlatan would likely get other bonuses to Impress in addition to Actor).  Math redone.

As for the Texas Ranger, all three possible packages (either III, or I & II, or three I) add up to 1.5.  I tacked on an extra 0.5 for versatility.  For the Proficiencies... I'm an idiot.  However, not wanting to pidgeon-hole them into specific weapons, I'm instead pidgeon-holing their Proficiencies into pre-existing fortes.  In other words, they don't gain new Proficiencies, their first two Proficiencies are upgraded.

Both will be updated in just a sec..

As for Walker... I injure you greatly.   Tongue
« Last Edit: October 05, 2007, 01:02:22 PM by Pneumonica » Logged

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Salsa
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« Reply #107 on: October 09, 2007, 05:49:43 PM »

I know it's not how this works but we are having a game that is loosely based in Mission: Impossible (series and movies).

I'd like to see your take for the talent: I.M.F.

Thanks for your help.

And don't forget this is not the last challenge. The last challenge was: Inherited/Medical Vampire (and I guess this comes from Blade).
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"Colonel: Why not? This is a type of role-playing game. The point is that you play out your part -- and I expect you to turn in a perfect performance!"
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ThunderMonkey
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« Reply #108 on: October 11, 2007, 01:06:01 PM »

This is what I had in my notes... I remember doing the point total for this, but I can't recall if I got it right...

I guess I need to do a work up on Greotes (turned vampires) and Familiars.

Pureblood
You were born a Vampire and a member of one of the Houses: Armaya, Liechen, Chthon or another.
• Vampire weaknesses (see below)
• Hunger
• Natural Attack
• +2 Str, +2 Dex
• Base speed increases by +10
• Fast Healing



Vampire Weakness (Sunlight, Garlic, Silver):

Sunlight does burn damage to vampires’ skin, except that a vampire cannot “put out” the fire, but duck under cover to avoid the sun’s rays. Any healing will not begin until the vampire is out of the sunlight. Normal sunlight does 2d6 damage each action.
Garlic damages the vampire’s exposed flesh in a similar fashion as acid. Use the Acid Damage rules, ignoring any damage to clothing, armor or gear. Garlic concentrated as a weapon requires 1 less action die to activate it as a critical hit (minimum 0).
When a threat is scored with an attack that inflicts silver damage on a vampire, the cost to activate it as a critical hit is reduced by 1 action die (minimum 0).

The Hunger:
The vampire’s Hunger is suffered much like stress damage. A vampire can only withstand a number of hours without the need to feed (equal to his Constitution score x 1, instead of Wisdom) or he’ll begin to suffer the effects as outlined, if he fails the DC. Normal stress damage compounds the problem even further. Drinking blood is the most effective way to counter this as vampires try to replace the hemoglobin within their own bodies.
Once a vampire makes a successful attack to bleed a victim, it can directly drain its blood (thus Wound points). Drinking blood eases the hunger damage for a while (erasing any Stress damage). Additionally, for every wound point that is consumed by the vampire, he heals one wound point and regains his Fast Healing.
Additional Shaken damage taken by vampires:
Shaken I: -1 Str, -1 Dex, Fast Healing negated, heals normally
Shaken II: -1 Str, -1 Dex, - 1 Wis, Fast Healing negated, heals normally
Shaken III: -1 Str, -1 Dex, -1 Wis, -1 Cha, Fast Healing negated, heals normally
Shaken IV: -1 Str, -1 Dex, -1 Wis, -1 Cha, Fast Healing negated, heals normally

Natural Attack:

Vampires have sharpened canine teeth that do 1d6 damage and it possesses the bleed quality. They also can lengthen their fingernails into claws for 1d4 damage as a half action.

Challenge: Familiar (vampire wanna-be) or Blood Dolls (for the Masquerade inclined).
« Last Edit: October 11, 2007, 02:34:03 PM by ThunderMonkey » Logged

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Mister Andersen
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« Reply #109 on: December 08, 2007, 07:23:14 AM »

Bumpity bump.

New challenge: Customs Officer (Specialty)
« Last Edit: February 24, 2008, 11:29:58 PM by Mister Andersen » Logged

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