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Post  Stairc -Dan Felder Fri Jul 19, 2013 9:25 pm

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.
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Post  Fury of the Tempest Fri Jul 19, 2013 9:29 pm

[+1] Sloppy Guard - Minor Utility
You gain 4 vulnerability until the end of your next turn.
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Post  Stairc -Dan Felder Fri Jul 19, 2013 9:30 pm

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
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Post  Fury of the Tempest Fri Jul 19, 2013 9:37 pm

Ummmm... which move is trance again? I forget.
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Post  Xel Unknown Fri Jul 19, 2013 9:39 pm

combat talents doc wrote:[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.
This one... If you had sloppy guard with this talent you can get 5 pips for mostly free.
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Post  Zarhon Fri Jul 19, 2013 9:43 pm

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.

Nature's Avatar - Destiny:
Note: Green hooves (which was submitted once already) and the other nature talents were originally standalone utility talents. I've reworked them into a destiny.
Non-destiny versions:


Last edited by Zarhon on Fri Jul 19, 2013 11:34 pm; edited 1 time in total
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Post  Quietkal Fri Jul 19, 2013 9:54 pm

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.
Oh whoops, missed that whole "until you choose new targets" part of Guardian's Oath. Lemme just patch that on real quick... Fixed.

[edit] Also, found where the phrase was! Items doc. More specifically, the Diversity Rule.
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Post  Fury of the Tempest Fri Jul 19, 2013 10:04 pm

Xel Unknown wrote:
combat talents doc wrote:[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.
This one... If you had sloppy guard with this talent you can get 5 pips for mostly free.

Check the wording. You GAIN 4 vulnerability, not suffer vulnerability 4.

As in, the of Sloppy Guard? STACKS.
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Post  Stairc -Dan Felder Fri Jul 19, 2013 10:05 pm

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.
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Post  Fury of the Tempest Fri Jul 19, 2013 10:06 pm

Stairc -Dan Felder wrote:That's not how that works. Vulnerability doesn't stack in any situation unless it specifically says otherwise.
7

...

...

....

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.
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Post  Quietkal Fri Jul 19, 2013 10:09 pm

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"
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Post  Xel Unknown Fri Jul 19, 2013 10:10 pm

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.
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Post  Fury of the Tempest Fri Jul 19, 2013 10:12 pm

Well, increasing vunrability when you have none is basicly the same as gaining 4 vun.
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Post  Stairc -Dan Felder Fri Jul 19, 2013 10:13 pm

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.
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Post  Fury of the Tempest Fri Jul 19, 2013 10:15 pm

And I already stated it should be changed to increase.
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Post  Stairc -Dan Felder Fri Jul 19, 2013 10:17 pm

And I, also Xel via ninja, provided a suggestion for clear phrasing to help you achieve your desired clarity as quickly as possible. sunny
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Post  Philadelphus Sat Jul 20, 2013 2:18 am

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."
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Post  sunbeam Sat Jul 20, 2013 2:41 am

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.


Last edited by sunbeam on Sun Jul 21, 2013 2:13 am; edited 2 times in total
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Post  A1C Bronymous Sat Jul 20, 2013 2:55 am

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.
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Post  Fury of the Tempest Sat Jul 20, 2013 7:05 am

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.
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Post  Dusk Raven Sat Jul 20, 2013 1:28 pm

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.
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Post  Ramsus Sat Jul 20, 2013 2:12 pm

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.
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Post  Fury of the Tempest Sat Jul 20, 2013 6:20 pm

Just remembered this old thing.

[+2] Nick
Deal 4 damage to target enemy, ignoring Resistance.
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Post  AlicornPriest Sat Jul 20, 2013 7:19 pm

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! Shocked 
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Post  Fury of the Tempest Sat Jul 20, 2013 7:24 pm

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.
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