Necromancy Combat Talents

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Necromancy Combat Talents

Post  SilentBelle on Mon Dec 10, 2012 7:19 pm

Necromancy Combat Talents, I had a few ideas when walking home from work today (-25C out there, it's cold).

[-1] Preserve the Bodies - Immediate Interrupt
Trigger: An ally with 0 or fewer HP would take damage from an attack
Give the triggering ally 1d12 temporary HP

[-2] Deathly Vigor - Free Action
Target one ally who is unconscious. Grant that ally 2d10 temporary HP and that ally may act as though they were fully conscious until they run out of temporary HP.

[-3] Rise for Me! - Immediate Reaction
Trigger: An enemy falls to 0 or fewer HP
You conjure a skeleton with the following stat block

Skeleton - 10 HP
Trait: Vessel of Death
When this creature reaches 0 HP or less, deal 1d10 damage to three adjacent creatures.
[+1] Bone Claw
Deal 1d8 damage to target creature
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
Gain resist 2 until the attack is resolved, you become the target of the attack in place of the triggering ally.

[-5] Necromancer's Ritual
Until the end of combat, all allies gain resist 3 while they have 0 or fewer HP.

That's all I got for now Smile

Edit: I lied

[+1] From Beyond the Grave
Target ally with 0 or fewer HP may use a combat talent as a free action.
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Re: Necromancy Combat Talents

Post  Hayatecooper on Mon Dec 10, 2012 9:59 pm

Nice, necromancer ponies need to be a thing!
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Re: Necromancy Combat Talents

Post  sunbeam on Mon Dec 10, 2012 10:11 pm

These are definitely interesting. and I like how with reflavoring, they can function as emergency healing/triage skills, no creepy magic required!
One question, for Beyond the Grave (the last one, the [+1] power that let's unconscious/fainted allies use combat talents), Can someone refresh my memory on whether or not you have pips to use combat talents when you're in that/those states?


Last edited by sunbeam on Mon Dec 10, 2012 10:13 pm; edited 1 time in total
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Re: Necromancy Combat Talents

Post  tygerburningbright on Mon Dec 10, 2012 10:13 pm

You have 0 Pips in those states still there are a few good + skills that they could use
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Re: Necromancy Combat Talents

Post  SilentBelle on Mon Dec 10, 2012 10:50 pm

sunbeam wrote:These are definitely interesting. and I like how with reflavoring, they can function as emergency healing/triage skills, no creepy magic required!
One question, for Beyond the Grave (the last one, the [+1] power that let's unconscious/fainted allies use combat talents), Can someone refresh my memory on whether or not you have pips to use combat talents when you're in that/those states?

Indeed, you lose your pips when you fall unconscious, however if they were brought back with the temporary HP, then the character could function as though it were conscious and could start collecting pips again. I specifically had it target allies that are at 0 or fewer HP, therefore it could work on your Zombie Allies not just unconscious allies. Very Happy
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Re: Necromancy Combat Talents

Post  sunbeam on Mon Dec 10, 2012 11:11 pm

Ooh, that's sweet. There are also some interesting 3-man combos where the necromancer lets one dead guy uses that psion channel thoughts ability to give another ally free turns, so he can spend his turn using boosting moves...fun.
I'm rubbish at balancing things, but for a higher power move, what if you could turn all non-minion enemies that died in this battle into skeletons? Alternatively, you could turn all dead minions into reconstituted minions of sorts, who still have 1 hp but have the skeleton's sort of ability set. To avoid making it useless in certain situations, you could use both abilities...
If I'm quite finished writing my thought process while its occurring, I think I actually just want to modify the Rise for me! talent:

[-3] Rise for Me! - Standard action

You can use this ability multiple times in one turn, paying the Pip cost each time. For every time you pay the Pip cost, choose one of the following abilities:
-You conjure a skeleton with the following stat block. There can never be more skeletons on the field than the number of enemies that have less than 0 hp.

Skeleton - 10 HP
Trait: Vessel of Death
When this creature reaches 0 HP or less, deal 1d10 damage to three adjacent creatures.
[+1] Bone Claw
Deal 1d8 damage to target creature
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
Gain resist 2 until the attack is resolved, you become the target of the attack in place of the triggering ally.

-For every minion that has been killed in this battle, conjure one bone mite with the following stat block:

Bone Mite - 1 HP
Trait: Hard to Hit
When a 1 is rolled on a d8, d10, or d12 that would damage a bone mite, it does not take damage from that die (it may take damage from other damage dice involved in the attack) ((Is this too strong? It feels like it's too strong...))
[+1] bone bite
Deal 1d4 damage to target creature
[-1] Bone building - Gain resist 3 for one round
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
You can use this talent once per round. You subtract an amount from the damage that would be dealt to them equal to your current resist value + 1(for your 1 hp). This Bone Mite dies at the start of its next turn.
...Well. That got more complicated than what I was expecting. Should they be two different talents, or what, do we think?
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Mon Dec 10, 2012 11:25 pm

Love these ideas. I predict many of them making it into an upcoming expansion.
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Re: Necromancy Combat Talents

Post  SilentBelle on Tue Dec 11, 2012 12:43 am

Stairc -Dan Felder wrote:Love these ideas. I predict many of them making it into an upcoming expansion.

Awesome Very Happy

As for the minion summoning. I think it's too wordy, and should probably be a separate talent. I really like this idea, let's see if we can rework it.

[-2X] Bone Mite Swarm (or whatever you want to call the spell Smile )
Conjure X Bone Mites, X must be less than or equal to the number of creatures reduced to 0 HP or less. Bone Mites have the following stat block:

Bone Mite - 1 HP
Trait: One Tough Bone
This creature has resist 1
[+1] bone bite
Deal 1d4 damage to target creature
[-1] Bone building - Gain resist 3 for one round
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
You can use this talent once per round. You subtract an amount from the damage that would be dealt to them equal to your current resist value. This Bone Mite dies at the start of its next turn.

Okay, so I think resist 1 works fine for their trait. And I figured it would be a shame if the move only worked on minions, and not to mention, you can now use it multiple times in a battle.

It will be nice to finally have some use for that summon-sacrificing talent.
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Tue Dec 11, 2012 1:07 am

Quite a few new options should be opening soon. The draft for the upcoming combat expansion has over 100 combat talents in it right now.
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Re: Necromancy Combat Talents

Post  Nehiel Mori on Tue Dec 11, 2012 5:16 am

I love all of this.
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Re: Necromancy Combat Talents

Post  Kindulas on Tue Dec 11, 2012 5:35 am

SilentBelle wrote:
It will be nice to finally have some use for that summon-sacrificing talent.
And on that note, the Wraith is getting an overhaul for an epic "when it dies" effect.
Oh, and a cooler sacrifice power Very Happy
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Wed Dec 12, 2012 1:43 am

I like the minion-summoning combo with the sacrifice power, but right now the creature doesn't feel creepy or cool enough yet - besides the fact that its flavor involves you reanimating an enemy's corpse.

Want to take a crack at making it smexier folks?
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Re: Necromancy Combat Talents

Post  sunbeam on Wed Dec 12, 2012 1:58 am

I don't have the time to make actual monsters or traits for this right now, so I'm just going to throw out ideas:
-Festering wounds? It's attacks have a 50% chance of weakening/blinding/something-ing the enemy?
-Reanimated bits? Every time a skeleton takes damage but isn't destroyed, summon a bone mite (which is actually it's hand flopping around.)? Also allows for some strategy with using their resist abilities and blocking weaker attacks instead of just mega-destructo moves.
-Cannibalism? Sacrifice one skeleton or Bone mite to heal another to full health?
-What about summoning a bone golem of some sort? It costs less Pips than the Fire Giant, because you also have to sacrifice constructs. It functions as the opposite of the fire giant, with massive tanking potential instead of destructive potential.

Ooh, I think I just got an idea for the high-powered ability for necromancers:
[-7]
Festering Dominion
Until the end of your next turn (more?), all constructs you have gain this trait:
Festering Dominion
When this creature rolls damage dice and rolls a 7 or an 8 on a d8, a 9 or a 10 on a d10, and/or an 11 or a 12 on a d12, the target creature is dominated (save ends(?)).
You can make your own zombie horde by making your minions infectious! Maybe a little more infectious...

In line with this, if we made the baseline for infection damage instead of die rolls, skeletons could sacrifice their hp to do extra damage (using their body parts as weapons).
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Re: Necromancy Combat Talents

Post  Paper Shadow on Wed Dec 12, 2012 5:56 am

Stairc -Dan Felder wrote:I like the minion-summoning combo with the sacrifice power, but right now the creature doesn't feel creepy or cool enough yet - besides the fact that its flavor involves you reanimating an enemy's corpse.

Want to take a crack at making it smexier folks?
Instead of it being whatever a Bone Mite is, how about a floating skull?

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Re: Necromancy Combat Talents

Post  SilentBelle on Wed Dec 12, 2012 10:18 am

I thought Bone Mites were plenty creepy... I mean you are basically pulling fragments of the creature's bone through their skin and piecing them together to form a small insectoid-looking creature, a process that is quite creepy.
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Wed Dec 12, 2012 6:54 pm

It's not the flavor, it's the mechanics. The current moveset for the minon just tastes a bit too much like vanilla.
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Re: Necromancy Combat Talents

Post  SilentBelle on Wed Dec 12, 2012 7:22 pm

Oh I see, maybe I'll think up a creepy trait... Nothing comes to mind at the moment...
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Re: Necromancy Combat Talents

Post  Paper Shadow on Wed Dec 12, 2012 8:12 pm

Call a move "Skin Crawl", and then actually have it about crawling on the target's skin...

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Re: Necromancy Combat Talents

Post  sunbeam on Wed Dec 12, 2012 9:06 pm

Okay, I'll try my hand at an actual talent with my domination idea now:

Skeleton - 10 HP
Trait: Vessel of Death
When this creature reaches 0 HP or less, deal 1d10 damage to three adjacent creatures.
[+1] Bone Claw
Deal 1d8 damage to target creature
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
Gain resist 2 until the attack is resolved, you become the target of the attack in place of the triggering ally.
[-3] Infection
sacrifice Skeleton. Target creature is now dominated.


Also, Cannibalism wasn't creepy enough for you?

Bone Mite - 1 HP
Trait: One Tough Bone
This creature has resist 1
[+1] bone bite
Deal 1d4 damage to target creature
[0] Cannibalize
Sacrifice a different construct. You gain 3 temporary hp. This ability cannot be used more than once per turn, but temporary hp gained from this ability can stack with multiple uses

[-1] Bone building - Gain resist 3 for one round
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
You can use this talent once per round. You become the target of the attack in place of the triggering ally.


Skeleton - 10 HP
Trait: Vessel of Death
When this creature reaches 0 HP or less, deal 1d10 damage to three adjacent creatures.
[+2] Cannibalize
As an additional cost of using this talent, sacrifice two bone mites.

[+1] Bone Claw
Deal 1d8 damage to target creature
[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
Gain resist 2 until the attack is resolved, you become the target of the attack in place of the triggering ally.
[-3] Infection
sacrifice Skeleton. Target creature is now dominated.


Reading over this, I might be making these guys a little bit complicated for constructs...maybe make a zombie in addition to the skeleton? Make the Bone mites cannon fodder that can be sacrificed to fuel the useful abilities of the zombies/skeletons+block attacks...That might work...
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Re: Necromancy Combat Talents

Post  SilentBelle on Wed Dec 12, 2012 9:41 pm

I don't want to make the Bone Mites too complicated, it will bog down the game. Maybe have a trait and reduce the number of moves it has.

Bone Mite - 1 HP
Trait: One Tough Bone
This creature has resist 1
Burrowed to the Bone
When this creature is reduced to 0 or fewer HP, you may increase the ongoing damage that target creature suffering from by 1.

[+1] Burrow into Flesh
Target creature suffers 2 ongoing damage (save ends)

[-1] Bone Armour - Immediate interrupt
Trigger: An ally would take damage from an attack
You can use this talent once per round. You become the target of the attack in place of the triggering ally.

Changes in Bold. Got rid of the resistance increase talent as well and made it so the attack is now OGD instead of regular damage.

I like the idea of infect for the skeleton. Maybe it would be better to change the skeleton to a zombie in this case, fits better with infect. However I don't think that the skeleton summon should have an ability that depends on there being bone mites. We want these talents to be individually useful in and of themselves so that players don't feel they have to choose every Necromancer talent if they just choose one of them.
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Wed Dec 12, 2012 9:47 pm

Here is what I have in the expansion for one of the necro's summoning talents right now. How's this look?

[-3] Rise for Me! - Reaction Utility [Created by Silent Belle and Sunbeam]
Trigger - An enemy falls to 0 or fewer HP.
Effect - You conjure a Blood Skeleton with the following stat block.

Blood Skeleton - 10 HP
Open Grave - Trait
When this creature reaches 0 HP or less, it deals 1d10 damage to target creature and all creatures adjacent to it.

[+X] Cannibalism - Standard Attack
The Blood Skeleton deals Xd12 damage to target ally. X cannot be greater than 5.

[+1] Bloodwrench - Standard Attack
The Blood Skeleton deals 3 damage to target creature. You or target ally gains 3 hp.

[-2] Protect The Master - Immediate interrupt
Trigger - You or an ally would take damage from an attack
Effect - The Blood Skeleton takes the damage from the triggering attack instead.
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Re: Necromancy Combat Talents

Post  SilentBelle on Wed Dec 12, 2012 9:52 pm

I like it Very Happy Maybe Cannibalism should do half of Xd12 (rounded up)?
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Wed Dec 12, 2012 9:54 pm

SilentBelle wrote:I like it Very Happy Maybe Cannibalism should do half of Xd12 (rounded up)?

Great! And I actually like cannibalism as a johnny talent, meaning that it's a huge drawback you get to enjoy turning into an advantage - like getting +5 against a meaningless bone mite or eating the shit out of a fire giant to nuke the enemy hard. =)
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Re: Necromancy Combat Talents

Post  SilentBelle on Wed Dec 12, 2012 9:57 pm

Stairc -Dan Felder wrote:
SilentBelle wrote:I like it Very Happy Maybe Cannibalism should do half of Xd12 (rounded up)?

Great! And I actually like cannibalism as a johnny talent, meaning that it's a huge drawback you get to enjoy turning into an advantage - like getting +5 against a meaningless bone mite or eating the shit out of a fire giant to nuke the enemy hard. =)

Yeah or if you have the right traits, you get a good chance of activating a d12 special on it Smile
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Re: Necromancy Combat Talents

Post  Stairc -Dan Felder on Wed Dec 12, 2012 9:59 pm

SilentBelle wrote:
Stairc -Dan Felder wrote:
SilentBelle wrote:I like it Very Happy Maybe Cannibalism should do half of Xd12 (rounded up)?

Great! And I actually like cannibalism as a johnny talent, meaning that it's a huge drawback you get to enjoy turning into an advantage - like getting +5 against a meaningless bone mite or eating the shit out of a fire giant to nuke the enemy hard. =)

Yeah or if you have the right traits, you get a good chance of activating a d12 special on it Smile

Absolutely. I'll probably need to make the skeleton a -4 actually. It's so nastily good.
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