New Expansions - New Content - Post your favorites here
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Stairc -Dan Felder
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Re: New Expansions - New Content - Post your favorites here
Neat trait concepts. How long would the effect last? Until the start of your next turn? Until the end of the combat? Until your next turn seems to make sense, because then you can choose the same allies each turn, or move it around easily - but it's always a neat decision.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
[+1] Sloppy Guard - Minor Utility
You gain 4 vulnerability until the end of your next turn.
You gain 4 vulnerability until the end of your next turn.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Sloppy guard is cool, but it'd be broken if you could have it in the same build as trance. The gather energy + trance + trance combo is already powerful enough to get around the downsides
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Ummmm... which move is trance again? I forget.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
This one... If you had sloppy guard with this talent you can get 5 pips for mostly free.combat talents doc wrote:[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.
Re: New Expansions - New Content - Post your favorites here
Have a racial, as well as a destiny!
Venomborn (1) - Racial
Characters of your race are immune to any naturally occurring venom, poisons or toxins (though magical venom, toxins and similar can still harm them in combat). Characters of your race can also safely spit a venomous fluid at will. Outside of combat, this venom, when it enters a creatures body (via bodily fluids, ingestion, or inhalation), can cause it to become nauseously sick, projectile vomit, suffer blurred vision, or even fall unconscious, depending on their endurance checks against it. Envenomed creatures recover if combat is initiated, or after 1 hour.
Edit: Apparently a version of this was previously made in the Tier system.
Venomborn (1) - Racial
Characters of your race are immune to any naturally occurring venom, poisons or toxins (though magical venom, toxins and similar can still harm them in combat). Characters of your race can also safely spit a venomous fluid at will. Outside of combat, this venom, when it enters a creatures body (via bodily fluids, ingestion, or inhalation), can cause it to become nauseously sick, projectile vomit, suffer blurred vision, or even fall unconscious, depending on their endurance checks against it. Envenomed creatures recover if combat is initiated, or after 1 hour.
Edit: Apparently a version of this was previously made in the Tier system.
- Nature's Avatar - Destiny:
- Nature's Avatar - Destiny
Level 4 - Nature's Healer
You are attuned with the vegetation and plants that surround you, acting as their healer and ally, in exchange for a unique link with the forces of nature. You gain the talent "Speak With Nature" and the following talent.
Green Hooves - 3/day
Utilizing the powers of nature, you can revitalize plants back from withering/wilting/death into full health, or cause them to suddenly grow at an accelerated rate, advancing by a single stage of their natural cycle (for instance, you can cause a tree's fruits to ripen, a vegetable to grow in size, a flower to blossom, a seed to sprout into a sapling...).
Level 7 - Nature's Envoy
Your bond grows stronger as you are bestowed powers to help your green friends spread across the world. You can now use "Speak With Nature" at will, and you gain the following utilities:
Nature Finds a Way - 2/day
Immediately cause a flower, plant, vegetable, fruit, herb, or tree of your choice to appear out of any type of ground or soil (including those impossible to grow plants on) within 10 feet of you, instantly growing/blossoming to full size.
Fertile Hooves - 2/day
For the next 30 minutes, you cause lush vegetation and plants to rapidly grow and bloom anywhere you walk, provided the ground allows for such to grow upon. The plants created depend on what the local flora would be, and can include flowers, grass, weeds, moss, lichens, mushrooms, saplings, bushes, and other such small, simple plants.
Level 10 - Nature's Avatar
Your bond with nature is a symphony of greenery, beauty, and vital power. You can now use Fertile Hooves and Green Hooves at will. You also gain access to the following utility:
Nature's Miracle - 1/day
Preparation time: 5 minutes
You emit a surge of pure natural energy within a 1 mile radius. All plants and vegetation already present within this range instantly grow into perfect specimens of themselves, blooming into lush, pristine plants, ripe with gorgeous flowers, fruits and vegetables. All other surfaces (including barren, constructed, or infertile ones) are covered in thick vegetation (as though affected by "Fertile Hooves") for the next 2 hours*, after which they vanish. In addition, when you use this talent, plants within 30 feet of the initial casting area will animate, becoming temporarily sentient and mobile, and will your orders for the next hour. Animated plants de-animate if they would enter combat. Any plants grown from the use of this ability are made temporarily immune to any elements directly dangerous to plantlife (e.g. fire, acid, toxins) for its 2 hour duration.
*Buildings are covered with blossoming ivy, rock floors and walls are covered in grass, flowers or moss, etc...
- Non-destiny versions:
- Green Hooves - 2/day
Preparation time: 1 minute
You can revitalize plants back from withering into full health, or cause them to suddenly grow at an accelerated rate by a single stage (causing a tree's fruits to ripen, a vegetable to grow in size, a flower to open, a seed to sprout into a sapling, etc...).
Fertile Hooves - 2/day
Prerequisite: Green Hooves
For the next 10 minutes, you cause lush vegetation and plants to rapidly grow and bloom where-ever you walk, provided the ground allows for such. The plants created depend on what the local flora would be, and can include flowers, grass, weeds, moss, lichens, mushrooms, saplings, bushes, and other such small, simple plants.
Nature's Avatar
Prerequisite: Fertile Hooves, Green Hooves
You can use Fertile Hooves and Green Hooves at will. In addition, once per day, you can cause a specific flower, plant, vegetable, herb, or tree to suddenly grow out of any type of ground, even if it can't normally grow on it).
Nature's Miracle - Magic
Prerequisite: Nature's Avatar
Preparation time: 10 minutes
You emit a surge of pure natural energy within a 1-mile wide area around you. All plants and vegetation already present within this range instantly grow to their typical, full-grown size, blooming into lush, pristine plants, ripe with gorgeous flowers, fruits and vegetables, whilst all other barren surfaces, buildings, constructions and similar "barren" surfaces are temporarily affected by "Fertile Hooves" for the next 2 hours*. In addition, when you use this talent, plants within 30 feet of the initial cast range will become temporarily sentient and mobile, obeying your commands for the next 10 minutes. Animated plant de-animate if they would enter combat.
*Buildings are covered with blossoming ivy, rock floors and walls are covered in grass, flowers or moss, etc...
Last edited by Zarhon on Fri Jul 19, 2013 11:34 pm; edited 1 time in total
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
Oh whoops, missed that whole "until you choose new targets" part of Guardian's Oath.Stairc -Dan Felder wrote:Neat trait concepts. How long would the effect last? Until the start of your next turn? Until the end of the combat? Until your next turn seems to make sense, because then you can choose the same allies each turn, or move it around easily - but it's always a neat decision.
[edit] Also, found where the phrase was! Items doc. More specifically, the Diversity Rule.
Quietkal- Element of Harmony
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Re: New Expansions - New Content - Post your favorites here
Xel Unknown wrote:This one... If you had sloppy guard with this talent you can get 5 pips for mostly free.combat talents doc wrote:[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.
Check the wording. You GAIN 4 vulnerability, not suffer vulnerability 4.
As in, the of Sloppy Guard? STACKS.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
That's not how that works. Vulnerability doesn't stack in any situation unless it specifically says otherwise. If you want this vuln to stack, just specifically say it does in the talent's text.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
7Stairc -Dan Felder wrote:That's not how that works. Vulnerability doesn't stack in any situation unless it specifically says otherwise.
...
...
....
Which. I. Just. Said. It. Does.
It. Is. What. The. Talent. I. Designed. Does.
Okay, change to 'increase your vunrability by 4' to make more sense.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
You'd need to make that "until the end of your next turn" at least as well, otherwise peeps could just be like "Sloppy Guard->Trance. Vuln 4 and 5 Energy"
Quietkal- Element of Harmony
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Re: New Expansions - New Content - Post your favorites here
All that's needed is just the adding of this line:
[+1] Sloppy Guard - Minor Utility
You gain 4 vulnerability until the end of your next turn. If you already have vulnerability, increase that vulnerability by 4.
[+1] Sloppy Guard - Minor Utility
You gain 4 vulnerability until the end of your next turn. If you already have vulnerability, increase that vulnerability by 4.
Re: New Expansions - New Content - Post your favorites here
Well, increasing vunrability when you have none is basicly the same as gaining 4 vun.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Fury of the Tempest wrote:
...
...
....
Which. I. Just. Said. It. Does.
It. Is. What. The. Talent. I. Designed. Does.
Okay, change to 'increase your vunrability by 4' to make more sense.
The word 'gain' doesn't mean 'this breaks the vuln-doesn't-stack-rule anymore than gaining temporary hp breaks the temp-hp-doesn't-stack rule. However, changing the phrasing to some variation of 'increase' might work. Or something similar. Like this.
[+1] Sloppy Guard - Minor Utility
You suffer Vulnerability 4 until the end of your next turn. If you are already suffering from vulnerability, increase that vulnerability by 4 instead.
Makes it very clear.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
And I already stated it should be changed to increase.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
And I, also Xel via ninja, provided a suggestion for clear phrasing to help you achieve your desired clarity as quickly as possible.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Random idea I had this week:
[+3] {Talent Name Here} – Standard Utility
Choose one of the following:
A) Flip 2 coins.
B) Pay 2 energy. Flip 6 coins.
For each heads you get, deal 1 damage to target creature. For each tails, heal target creature 1 HP.
I'm not quite sure how to word this to make it clear that this is a multi-target attack, and is thus most useful attacking a creature with Vulnerability on it.
And another idea that came to me while writing this:
[+1] Easy Come, Easy Go – Minor Utility
Flip a coin. If heads, you lose 1 HP. If tails, you lose 1 energy.
(And yes, that's "lose 1 HP," not "take 1 damage."
[+3] {Talent Name Here} – Standard Utility
Choose one of the following:
A) Flip 2 coins.
B) Pay 2 energy. Flip 6 coins.
For each heads you get, deal 1 damage to target creature. For each tails, heal target creature 1 HP.
I'm not quite sure how to word this to make it clear that this is a multi-target attack, and is thus most useful attacking a creature with Vulnerability on it.
And another idea that came to me while writing this:
[+1] Easy Come, Easy Go – Minor Utility
Flip a coin. If heads, you lose 1 HP. If tails, you lose 1 energy.
(And yes, that's "lose 1 HP," not "take 1 damage."
Philadelphus- Designer
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Re: New Expansions - New Content - Post your favorites here
1 combat trait:
Greater Fortitude/Implacable
Prerequisite: Iron Will
Whenever an enemy stuns or dazes you, you may immediately make a saving throw against the condition, even if it is not a save ends effect.
The "an enemy" bit is to avoid ludicrous combos with psychic surge, redirect focus, and Daredevil Rush. If it's too strong, it can be weakened by making the saving throw at a penalty.
This version keeps the effects of Iron Will, but could be nerfed by removing them. Precedent for this happening is persistent/surefire hex.
Greater Fortitude/Implacable
Prerequisite: Iron Will
Whenever an enemy stuns or dazes you, you may immediately make a saving throw against the condition, even if it is not a save ends effect.
The "an enemy" bit is to avoid ludicrous combos with psychic surge, redirect focus, and Daredevil Rush. If it's too strong, it can be weakened by making the saving throw at a penalty.
This version keeps the effects of Iron Will, but could be nerfed by removing them. Precedent for this happening is persistent/surefire hex.
Last edited by sunbeam on Sun Jul 21, 2013 2:13 am; edited 2 times in total
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
Two submissions from my Unarmed Combat list, found here. It's be easier if I could just point out that link and have you guys go through that. But two samples:
Bare-Hooved- Trait
If you have no Weapon equipped, your Standard Attacks deal an extra 2 damage, and once per battle, you may use the following Combat Talent:
[-3] Left, left, Right- Reaction Attack
Trigger: You are targeted by an enemy.
Effect: Deal 3d8 damage to that enemy.
There is a sibling trait for this dealing with armor, but its super rough and not good right now.
[-3] C-C-C-COMBO BREAKER- Interrupt Attack
Trigger: An enemy would take a second Action during the same round.
Effect: Deal 1d6 damage to that enemy, and the action is negated.
Note that this could be from a second turn during the same round, or a second action on the same turn. Once per round is implied, because a creature can only have one "second" turn per round.
Bare-Hooved- Trait
If you have no Weapon equipped, your Standard Attacks deal an extra 2 damage, and once per battle, you may use the following Combat Talent:
[-3] Left, left, Right- Reaction Attack
Trigger: You are targeted by an enemy.
Effect: Deal 3d8 damage to that enemy.
There is a sibling trait for this dealing with armor, but its super rough and not good right now.
[-3] C-C-C-COMBO BREAKER- Interrupt Attack
Trigger: An enemy would take a second Action during the same round.
Effect: Deal 1d6 damage to that enemy, and the action is negated.
Note that this could be from a second turn during the same round, or a second action on the same turn. Once per round is implied, because a creature can only have one "second" turn per round.
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Re: New Expansions - New Content - Post your favorites here
Well, to make things clear...
[+1] Sloppy Guard - Minor Utility
You suffer Vulnerability 4 until the end of your next turn. If you are already suffering from vulnerability, increase that vulnerability by 4 instead
That might be a bit too much though.
[+1] Sloppy Guard - Minor Utility
You suffer Vulnerability 4 until the end of your next turn. If you are already suffering from vulnerability, increase that vulnerability by 4 instead
That might be a bit too much though.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I'd like to repost an idea from a couple weeks ago that me and Zarhon worked on, which in its final version goes something like this:
[-X] Leech Life - Interrupt Utility
Trigger: you deal damage to an enemy that involves rolled d8s, d10s, and/or d12s
Effect: Pay X PiPs. For each PiP paid, heal 5 HP. You can heal a maximum HP equal to the damage rolled with d8s, d10s, and/or d12s.
[-X] Leech Life - Interrupt Utility
Trigger: you deal damage to an enemy that involves rolled d8s, d10s, and/or d12s
Effect: Pay X PiPs. For each PiP paid, heal 5 HP. You can heal a maximum HP equal to the damage rolled with d8s, d10s, and/or d12s.
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Trait: Shove
You may use the following combat talent three times per battle.
[0] Shove - Reaction Utility 3/Battle
Trigger: An enemy attacks you or an ally.
Effect: That enemy is now considered adjacent to another enemy of your choice.
You may use the following combat talent three times per battle.
[0] Shove - Reaction Utility 3/Battle
Trigger: An enemy attacks you or an ally.
Effect: That enemy is now considered adjacent to another enemy of your choice.
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Re: New Expansions - New Content - Post your favorites here
Just remembered this old thing.
[+2] Nick
Deal 4 damage to target enemy, ignoring Resistance.
[+2] Nick
Deal 4 damage to target enemy, ignoring Resistance.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Fury of the Tempest wrote:Just remembered this old thing.
[+2] Nick
Deal 4 damage to target enemy, ignoring Resistance.
Is it just me, or is that really good? I mean, you're doing better-than-average damage from a d6, guaranteed, unblockably. And it's a + action!
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Re: New Expansions - New Content - Post your favorites here
At the same time through, your trading off the ability to pull of a crit, and doing potentially more damage, or utility.
Defensive fighting for example, only does 2 damage less and gives you resist 2. Arcing Bolt does 1d6 damage to three enemies, so the total damage range is 3-18, which is going to have a high average. Healing Salve heals you or someone else for 1d10+2 hp, and Perfect Focus gives you Resist 3, and the chance of gaining another 2 PiP's if you take no damage.
So, no. Its not op at all.
Defensive fighting for example, only does 2 damage less and gives you resist 2. Arcing Bolt does 1d6 damage to three enemies, so the total damage range is 3-18, which is going to have a high average. Healing Salve heals you or someone else for 1d10+2 hp, and Perfect Focus gives you Resist 3, and the chance of gaining another 2 PiP's if you take no damage.
So, no. Its not op at all.
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