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Trap Specialist Talents

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Post  Lazyboy21350 Mon Oct 08, 2012 7:20 pm

I posted these talents up in the Combat Talent thread but someone suggested that I should just make a thread for it. Im gonna say now that im pretty much adapting traps from Orcs Must Die cause im going through a craze right now. Anyway, i've made two versions of every trap made so far (Besides some exceptions). One version is for the original combat, the other for the new tabletop combat rules which will be referred to here as Vanilla and Strawberry Explosion respectively.

Spike Trap
Spoiler:

Tar Trap
Spoiler:

Arrow Wall
Spoiler:

Auto-Ballista
Spoiler:

Decoy Vanilla comes in four flavors!
Spoiler:

Floor Scorcher
Spoiler:

Bear Trap
Spoiler:

Healing Well
Spoiler:

Mana Well
Spoiler:

Vanilla flavor is a bit interesting in the way that you choose what effect the trap has or none at all. But I think it gets pretty interesting with Strawberry Explosion, as anyone who uses the majority of them begins to get an interesting role in battle, slowly but steadily making the terrain itself dangerous to the enemies but being mostly unable to attack directly except for weapons. Now open area battles with these talents makes using them difficult but place a Trap Specialist inside a building with plenty of corridors and they become able to handle even hordes of enemies by themselves given enough time and pips.

For now however, they need polishing and tweaking. Biggest weakness right now is the lack of a +pip talent higher than 1 so if someone gets an idea for that give a suggestion. Also the Wells need looking at the most and probably need a Strawberry Explosion version.
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Post  Xel Unknown Mon Oct 08, 2012 10:34 pm

Um... While the rest I totally agree is totally yours, I'd like some minor credit for the Auto-Ballista's stats and all of those Vanilla Decoy's, having four of those was totally my idea.
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Post  Lazyboy21350 Tue Oct 09, 2012 12:19 am

Well yeah, I get credit for the initial concept but you get credit for the actual mechanics. I just didnt mention it cause it didnt seem super important as right now its still in the finishing stages. Also cause it really doesnt matter as this sort of thing isnt really a big deal. Besides, it's not like I was all like "Hey guys I came up with all of this all by myself with no help at all."

I mean if its really a big deal I can just edit it real quick.
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Post  Xel Unknown Tue Oct 09, 2012 1:32 am

I agree, it's fine really, but just feel adding the minor credit sooner lessens the odds of it getting forgotten later when it get's made official. And personally I can't see this NOT becoming official.
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Post  tygerburningbright Sun Oct 14, 2012 1:37 pm

only going to do the vanilla ones
Spike Trap
i]Vanilla:[/i]
[+1] Spike Trap
1d6 damage to a single enemy. The player may choose to add 1 ongoing damage to this attack. If an effect is added, the pip cost becomes -1. Can be set on multiple enemies for a pip each, even if there is no effect. (Ex. 0 pips for two enemies, -1 pip for three, and so on if theres no effect)
The attack its self is good but it gives no chance to trigger any specials


Arrow Wall
Vanilla:
[-7] Arrow Wall
2d10 damage to a target and 1d10 damage to adjacent creatures or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 1d4+1 ongoing damage or stun for 1d4 turns. Cannot be both.
the damage is good for the cost may want to bump up the ongoing to 1D6 or even 8 to balance it out with the stun effect

Auto-Ballista
Vanilla:
[-5] Auto-Ballista
Summons a small auto-ballista with the following stat block

Auto-Ballista - 15 HP
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
Trait - This Thing IS On Auto-Pilot
If attacked while at one pip flip a coin, if won, the Auto-Ballista uses it's Fire Bolt move as if it was an Immediate Reaction. Also if the attack makes the Auto-Ballista hit 0 HP while holding one pip the Ballista uses it's Fire Bolt move without needing to win a coin flip.
[+1] Reload
The Ballista loses all Vulnerability
[-1] Fire bolt
Xd12 damage to a single enemy and ballista gains X Vulnerability. X equals the number of 1d4 roll.
Good as far as I can tell may be underpowered in some ways could make the HP higher


Decoy Vanilla comes in four flavors!
Vanilla:
[-2] Harmless Decoy
Summons a hastily-made scarecrow. Has the following stat block:

Harmless Decoy – 1 HP
Trait – Expendable
When Harmless Decoy is destroyed by an enemy, caster gains 1 pip.
[0] Cunning Disguise
Target an ally and to the enemies the Minor Decoy now looks like a perfect copy of said ally... And you take all damage that was aimed at the target ally's place by all enemies.


[-4] Minor Decoy
Summons a shoddily-made scarecrow with a small bomb hidden in it's torso, manages to still fool enemies however. Has the following stat block:

Minor Decoy – 5 HP
Trait – Mini-Boom-Boom
When Decoy is destroyed, it explodes and deals 2d4 damage to attacking enemy
Trait - Look-A-Like
When a Minor Decoy is conjured, its conjurer chooses one creature for the Minor Decoy to be it's target ally.
[0] Mistaken Identity - Immediate interrupt
Trigger – An enemy attacks the decoy's target creature.
Flip a coin, if won, the attack hits the decoy instead, and if lost, the attack hit the intended target.


[-6] Average Decoy
Summons a kinda shoddily-made scarecrow with a bomb for a torso, manages to still fool enemies however. Has the following stat block:

Average Decoy – 10 HP
Trait – An Ok Bomb
When Decoy is destroyed, it explodes and deals 2d8 damage to attacking creature and half that damage (rounding down) for all other enemies. If the attacking creature is an ally, the damage dealt to the ally is 1d8 and double the damage is dealt to all enemies.
Trait - Looks Just Like You
When an Average Decoy is conjured, its conjurer chooses one creature for the Average Decoy to be it's target. Then the Decoy looks just like target ally to the enemies.
[0] That was a trick! - Immediate interrupt
Trigger – An enemy attacks the Average Decoy's Target Ally.
Flip a coin, if won, the attack hits the decoy instead, and if lost, the attack hit the intended target.


[-8] Super Decoy
Summons a nicely-made scarecrow with bomb for a torso. Has the following stat block:

Super Decoy – 20 HP
Trait – HUGE Explosion
When Super Decoy is destroyed, it explodes and deals 2d12 damage to all enemies
[+3] Hit Me With Your Best Shot.
Random Enemy must attack Super Decoy, enemy chooses what move to use.
[-1] MISSED - Immediate interrupt
Trigger – An enemy attacks anything but the Super Decoy
Enemy attack hits the decoy instead of it's intended target.

Too many vairants that are too close. Make it into one skill with kickers like so
[-2]Decoy
conjure a Decoy with the following statblock.
Decoy– 5 HP
[0] Cunning Disguise
Target an ally and to the enemies the Minor Decoy now looks like a perfect copy of said ally and decoy takes all damage that was aimed at the target ally's place by all enemies.

By spending 1 more PiP each you make add on
-Trait – An Ok Bomb
When Decoy is destroyed, it explodes and deals 2d8 damage to attacking creature and half that damage (rounding down) for all other enemies. If the attacking creature is an ally, the damage dealt to the ally is 1d8 and double the damage is dealt to all enemies.
-[+3] Hit Me With Your Best Shot.
Random Enemy must attack Decoy, enemy chooses what move to use.
-[-1] MISSED - Immediate interrupt
Trigger – An enemy attacks anything but the Decoy
Enemy attack hits the decoy instead of it's intended target.
-increase base HP to 20

Floor Scorcher
Vanilla:
[-3] Floor Scorcher
Deals 2d8 damage to a creature and 1d8 to adjacent creatures and causing 2 ongoing damage.
Good as it is

Bear Trap
Vanilla:
[-5] Bear Trap
Deals 2d8 damage and stuns an enemy. (Save ends) The player may alternatively choose to deal 3 ongoing damage (Save ends) instead of stun.
no one is ever going to pick the ongoing 3 unless you change the stun to one turn and if you do that lower the cost to 3 or 4


Healing Well
Vanilla:
[-7] Healing Well
Summons a well with healing properties with the following stat block:

Healing Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Two Pip Limit
Can only have two pips max.
[+2] Healing Waters
Can only be activated by a standard action by an ally. Heals 2d4+X HP to an ally. Well loses X HP. Cannot be reduced to 0 HP with this talent.
[-1] Refill
Restores 1d4 HP to the well. (Note: Should this also only be activated by a standard action from an ally?)
First make it so that it can take its own turns as right now it is very very weak for a -7 also change healing waters to heal target ally by 2D8+1dX where X is the amount of HP that the Well pays the paid amount cannot equal or exceed the well's current HP.

Mana Well
Vanilla:
[-7]Mana Well
Summons a well filled with magic with the following stat block

Mana Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Two Pip Limit
Can only have two pips max.
[+2] Magical Waters
Can only be activated by a standard action by an ally. Restores an amount of pips to the ally, needs working out.
[-1] Refill
Restores 1d4 HP to the well. (Note: Should this also only be activated by a standard action from an ally?)[/spoiler]

This one is a bit harder

Mana Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Magic is Life
Pips and HP are always equal
[-x] Magical Waters
Target ally gains X PiPs
[0] Refill
Restores 1d4 HP to the well.
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Post  Lazyboy21350 Sun Oct 14, 2012 3:57 pm

tygerburningbright wrote:only going to do the vanilla ones
Spike Trap
Vanilla:
[+1] Spike Trap
1d6 damage to a single enemy. The player may choose to add 1 ongoing damage to this attack. If an effect is added, the pip cost becomes -1. Can be set on multiple enemies for a pip each, even if there is no effect. (Ex. 0 pips for two enemies, -1 pip for three, and so on if theres no effect)
The attack its self is good but it gives no chance to trigger any specials

Well yeah but I thought that would be balanced out by the extra options on its use.

Arrow Wall
Vanilla:
[-7] Arrow Wall
2d10 damage to a target and 1d10 damage to adjacent creatures or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 1d4+1 ongoing damage or stun for 1d4 turns. Cannot be both.
the damage is good for the cost may want to bump up the ongoing to 1D6 or even 8 to balance it out with the stun effect

Lets go with 1d6. 1d8 seems to be a bit much.

Auto-Ballista
Vanilla:
[-5] Auto-Ballista
Summons a small auto-ballista with the following stat block

Auto-Ballista - 15 HP
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
Trait - This Thing IS On Auto-Pilot
If attacked while at one pip flip a coin, if won, the Auto-Ballista uses it's Fire Bolt move as if it was an Immediate Reaction. Also if the attack makes the Auto-Ballista hit 0 HP while holding one pip the Ballista uses it's Fire Bolt move without needing to win a coin flip.
[+1] Reload
The Ballista loses all Vulnerability
[-1] Fire bolt
Xd12 damage to a single enemy and ballista gains X Vulnerability. X equals the number of 1d4 roll.
Good as far as I can tell may be underpowered in some ways could make the HP higher

What do you mean by underpowered exactly? Its has a slow attack rate balanced out by a high damage potential. The HP is low because it really is small, like only a bit bigger and bulkier than an actual crossbow, and even then it has an attack counter while loaded.

Decoy Vanilla comes in four flavors!
Vanilla:
-Decoy variants snip-
Too many vairants that are too close. Make it into one skill with kickers like so
[-2]Decoy
conjure a Decoy with the following statblock.
Decoy– 5 HP
[0] Cunning Disguise
Target an ally and to the enemies the Minor Decoy now looks like a perfect copy of said ally and decoy takes all damage that was aimed at the target ally's place by all enemies.

By spending 1 more PiP each you make add on
-Trait – A bomb!
When Decoy is destroyed, it explodes and deals 2d8 damage to attacking creature and half that damage (rounding down) for all other enemies. If the attacking creature is an ally, the damage dealt to the ally is 1d8 and double the damage is dealt to all enemies.
-[+3] Hit Me With Your Best Shot.
Random Enemy must attack Decoy, enemy chooses what move to use.
-[-1] MISSED - Immediate interrupt
Trigger – An enemy attacks anything but the Decoy
Enemy attack hits the decoy instead of it's intended target.
-increase base HP to 20

Thats actually a lot better than the whole variant thing.

Bear Trap
Vanilla:
[-5] Bear Trap
Deals 2d8 damage and stuns an enemy. (Save ends) The player may alternatively choose to deal 3 ongoing damage (Save ends) instead of stun.
no one is ever going to pick the ongoing 3 unless you change the stun to one turn and if you do that lower the cost to 3 or 4

I suppose, really I didn't realize that stun was a pretty powerful effect as you are implying. 1 turn stun and -3 cost then

Healing Well
Vanilla:
[-7] Healing Well
Summons a well with healing properties with the following stat block:

Healing Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Two Pip Limit
Can only have two pips max.
[+2] Healing Waters
Can only be activated by a standard action by an ally. Heals 2d4+X HP to an ally. Well loses X HP. Cannot be reduced to 0 HP with this talent.
[-1] Refill
Restores 1d4 HP to the well. (Note: Should this also only be activated by a standard action from an ally?)
First make it so that it can take its own turns as right now it is very very weak for a -7 also change healing waters to heal target ally by 2D8+1dX where X is the amount of HP that the Well pays the paid amount cannot equal or exceed the well's current HP.

I already mentioned that it cannot use all its HP to restore health but I guess now it super cant do that. Everything else is fine.

Mana Well
Vanilla:
[-7]Mana Well
Summons a well filled with magic with the following stat block

Mana Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Two Pip Limit
Can only have two pips max.
[+2] Magical Waters
Can only be activated by a standard action by an ally. Restores an amount of pips to the ally, needs working out.
[-1] Refill
Restores 1d4 HP to the well. (Note: Should this also only be activated by a standard action from an ally?)[/spoiler]

This one is a bit harder

Mana Well - 10 HP
Trait - Non-living Object
Cannot be healed by others but has 5 resist.
Trait - Magic is Life
Pips and HP are always equal
[-x] Magical Waters
Target ally gains X PiPs
[0] Refill
Restores 1d4 HP to the well.

Yeah I got really stuck on this one. I suppose this will have to do though.

Change summary:
Spoiler:
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