The Sun Sets OOC and info

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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Mon Jul 20, 2015 12:17 am

I wouldn't say that there has been much conflict or demand for multiple healers. However, as it has been happening, in any case when healing was required, Storm would often fail- or rather, not succeed well enough, causing him to pursue the issue much longer than need be. Other times, there has been quite a bit to do for healing, and Storm has dominated the spotlight in times like those.


I think there's plenty of room for two healers. Shooting Star was one of the original cast, and she was a nurse, operating alongside Storm until she disappeared.
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Re: The Sun Sets OOC and info

Post  Cardbo on Mon Jul 20, 2015 2:59 am

Invigorating concotion - Nature's Touch (2) – At Will

One more thing. This could an extremely powerful ability in this setting with this plot. At the risk of metagaming, I will leave it as an exercise to the reader as to how, and just ask that no more be mentioned regarding this.
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Mon Jul 20, 2015 3:09 am

Hmmm....

Well I don't see it. So assuming it is mechanically legal, whatever it is might just be clever enough to be allowable.
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Re: The Sun Sets OOC and info

Post  Cardbo on Tue Jul 28, 2015 2:20 am

The way Thermal is hooked up, how movable is he?
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Re: The Sun Sets OOC and info

Post  Terrestial on Tue Jul 28, 2015 6:29 am

I have a question, Bronymous. Are those achievements still a thing in your game?
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Tue Jul 28, 2015 12:28 pm

Unfortunately, no. I haven't kept track of them for a long time and never really worked out a reward system like I wanted.
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Re: The Sun Sets OOC and info

Post  Cardbo on Fri Jul 31, 2015 3:54 am

@Bronymous
Did you see my earlier question?
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Fri Jul 31, 2015 3:57 am

Sorry, missed it. He's laying on a bed with only the IV hooked up to him, which is movable, though the hatrack it's attached to is cumbersome.
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Fri Jul 31, 2015 6:23 pm

A1C Bronymous wrote: though the hatrack it's attached to is cumbersome.

its literally a hat rack, not a regular wheeled IV stand.
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Re: The Sun Sets OOC and info

Post  Cardbo on Fri Jul 31, 2015 8:19 pm

A1C Bronymous wrote:
A1C Bronymous wrote: though the hatrack it's attached to is cumbersome.

its literally a hat rack, not a regular wheeled IV stand.

Edited my last post.
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Re: The Sun Sets OOC and info

Post  Cardbo on Fri Aug 07, 2015 1:19 pm

poke
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Fri Aug 07, 2015 5:15 pm

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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Mon Aug 10, 2015 9:24 pm

Ok, I'm back from my micro vacation. There will be a short round of posting from anyone who wants to, and then I will begin the time skip, with exposition of course.

@Terrestial, I'm hoping you haven't lost interest since you submitted your character? If not, I'll be ready to introduce him very soon.
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Re: The Sun Sets OOC and info

Post  Paper Shadow on Sat Aug 15, 2015 2:16 pm

Nothing for Scales to add here, I'm ready to get moving...

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Re: The Sun Sets OOC and info

Post  Terrestial on Tue Aug 18, 2015 12:38 pm

A1C Bronymous wrote:

@Terrestial, I'm hoping you haven't lost interest since you submitted your character? If not, I'll be ready to introduce him very soon.

Uh... not sure which one you even refer to, but... didn't i declare i decided not to start with any of the ones submitted? Pretty sure i did, shortly after Cardbo pointed out stuff concerning his Pegasus medic.
I would hardly be able to now, anyway, seeing what life has in store for me too.
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Tue Aug 18, 2015 9:33 pm

Last you said on here:
Terrestial wrote:I'm... leaning towards changing it, but i haven't ultimately decided yet. I'm still recovering from the initial shock and it' a bad thing to make rash decisions... For sure, i don't care for time it takes me to join. Be it through the path of trial and error, but i believe that creating something i would really enjoy in the long run would be for the best.

So I wasn't sure. But I won't hold it against you if you don't feel up for this game anymore, I do realize how long its taken to get to this point. I was just checking if you were still interested.
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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Thu Aug 27, 2015 2:49 pm

If anyone has anything they want their PC to do during the off time between sessions, let me know and we'll work it out. No mini sessions, but we'll establish what gets done.
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Re: The Sun Sets OOC and info

Post  Bubblez on Thu Aug 27, 2015 7:42 pm

Sunburst's Level up is as follows (Unless Bronymous has any objections)

She gets

2 Combat Traits

3 Ability Points

+2000 Gold (8000 Total)

She got Cloud Chaser with her ability points.

Cloud Chaser:
Cloud Chaser (3)
Prerequisite: Flight School
Your flying improves from average maneuverability to good maneuverability (you suffer no penalty to skill checks made to fly).


Also I'd like to revamp my combat build, I'll post both the old and the new build

Old:

Special Move
Buccaneer Blaze
8: Deal 1d8 damage to target creature and each creature adjacent to the target.

10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.

12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Combat Talents:
[+1] Armor Pierce - Standard Attack
Deal 1d6 damage to target creature, and that creature suffers vulnerability 1 (save ends).

[+2] Blood Arrow (Divebomb) - Standard Attack [Created by Xel Unknown]
Deal 2d4 damage to target creature. You lose 2 hp.

[+3] Critfisher (Get Hyped!) – Standard Utility
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types)

[-2] Vengeance is Mine (Payback!) – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[-2] Chain Lightning (Flagrant Misuse of Thunderheads) - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.
[*]

[-2] Below the Belt - Reaction Utility
Trigger - You deal 5 or more damage to a creature
Effect - That creature is dazed and suffers vulnerability 2 to your next attack until the end of your next turn.

[-3] Exploit Weakness – Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.

[-7] Hurricane Blade (Weatherpony’s Wrath) – Minor Utility
You conjure a Wind Rapier in your hands. You can dismiss the Wind Rapier as a free action. While you are wielding a Wind Rapier, you cannot use your other combat talents. Instead you may use the combat talents below.

[+3] Blowback – Standard Utility
Flip a coin for each enemy. If you win that flip, that enemy is dazed (save ends).

[0] Flash-Step – Minor Attack
Deal 2 damage to target creature.

[-2] Gale – Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

[-2] Typhoon Parry – Interrupt Attack
Trigger – An enemy damages you with a single target attack.
Effect – The attack does not affect you. Deal 1d10 damage to the triggering enemy.

[-4] Call the North Wind – Standard Attack
Blow target creature and all creatures adjacent to it away from the battle, removing them from combat for one round (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain energy). You may choose to deal 1d12 damage to a creature thrown this way. The Wind Rapier vanishes.

Equipment

Amulet of Protection - 500 Gold
Trinket
You begin battles with 4 temporary hp.

Talisman of Weapons - 1000 Gold
Trinket
Once per battle, if you possess a Conjure Weapon combat talent, you may reduce the cost of the Conjure Weapon talent by 3 energy. This cannot reduce the cost to below 0.

Training Certificate - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once.

Rapid Recovery
At the beginning of your turn, if you have less than 4 energy you gain 1 energy.


Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5).

Hierophant Armor - 2000 Gold [Created by LoganAura]
Armor
You have regeneration 4.


Combat Traits
Sneak Attack
Once per round, when you make a single target attack against a creature that is suffering from vulnerability, you may have that attack deal an additional 1d6 damage.

Backstab
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Rapid Recovery [TC]
At the beginning of your turn, if you have less than 4 energy you gain 1 energy.

New Build (Proposed):

Special Move
Buccaneer Blaze
8: Deal 1d8 damage to target creature and each creature adjacent to the target.

10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.

12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Combat Talents:

[+3] Draw Blood - Standard Utility
Target creature suffers 1 ongoing damage (save ends).

[+2] Survival Skills - Standard Utility
You regain 1d12+3 HP

[+2] Rampage  - Standard Attack
Deal 1d4 damage to target creature. If you are bloodied, deal 1d10 damage to that creature instead.

[+1] Armor Pierce - Standard Attack
Deal 1d6 damage to target creature, and that creature suffers vulnerability 1 (save ends).

[–1] Mark of the Patron - Minor Utility
Target creature is subject to your “Mark of the Patron” (save ends). A creature subjected to your “Mark of the Patron” takes an extra 1 damage from your attacks.

[–1] Whirling Blades - Minor Attack
Deal 2 damage to target creature

[–1] Firebolt - Standard Attack
Deal 2d8 damage to target creature

[–3] Exploit Weakness - Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.

Equipment:

Weapon:

Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5).

Armor:
Demonscale  - 3000 gold [Created by Kenzamaka]
Armor:
You have regeneration 3 and resist 2. However, you must roll twice on saving throws and take the lower result.

Trinkets:
Ring of Resilience - 500 Gold
Trinket
You have a +3 bonus to saving throws.

Training Diploma - 4000 Gold
Trinket
When you purchase this item, choose two traits that you meet the prerequisites for. While you have the Training Diploma equipped, you are considered to have the chosen traits. You may equip more than one Training Diploma at once.
   Backstab
  Prerequisite: Sneak Attack
  The additional damage from your Sneak Attack increases by 1d6. You may take this    trait multiple times.

  Backstab
  Prerequisite: Sneak Attack
  The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

Traits:

Sense Weakness
Targets suffering from (save ends) effects have vulnerability 2 against your attacks.

Rapid Recovery
At the beginning of your turn, if you have less than 4 energy you gain 1 energy

Sneak Attack
Once per round, when you make a single target attack against a creature that is suffering from vulnerability, you may have that attack deal an additional 1d6 damage.

Backstab (3x)  [1 by level up, 2 by training diploma]
Prerequisite: Sneak Attack
The additional damage from your Sneak Attack increases by 1d6. You may take this trait multiple times.

That for Sunburt's Personal Upgrades, I'm still deciding on Boon
Char Sheet
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Re: The Sun Sets OOC and info

Post  Cardbo on Fri Aug 28, 2015 1:52 am

Haven't applied any of this to my character sheet yet.

Bonuses:

Level 5: You gain 3 Ability Points and a Combat Trait.

Level 6: You gain a Combat Trait and your party gains a Level 6 Boon.

For my abilities, I will take.

Abilities:

Crazy Prepared (Enchanting) (2) – 3/Day
When you select this ability you may choose three of the following enchantments for free. When you activate this ability, you may activate one of the enchantments you chose this way. You may choose additional enchantments for 1 point each.

Tripwire(Arcane Alarm) – Enchantment
Preparation Time: 10 seconds
A small object you touch becomes an Arcane Alarm for the next 8 hours. If any living thing enters within 40 feet of the Arcane Alarm it sends a small telepathic alert to the caster. You may end this effect at any time, and you can only have 3 arcane alarms active at a time.

Will O' Wisp(Eternal Flame) – Enchantment
Preparation Time: 5 seconds
Create a magical, heatless fire that lasts until you dismiss it.  You may only have one Eternal Flame active at a time.

Traveler’s Mantle – Enchantment
Preparation Time: 5 seconds
You and up to five allies gain Traveler’s Mantles until their next extended rest. Creatures wearing a Traveler’s Mantle gain a +10 bonus on endurance checks made to endure savage weather and similar environmental conditions. This enchantment vanishes after 24 hours.

Solid Clouds(Stepping Stones) – Enchantment [Created by Kajisora]
Preparation time: 5 seconds
You may summon up to eight magical stone discs anywhere within 100 feet of you that you can see. The discs can between 3 cm to 1 meter in diameter, and are 1 cm thick. You can keep them suspended in place so that they cannot be moved (including by gravity) except by 2000 lbs or more of force. You may end or resume the suspension effect at will. These disks vanish after 1 hour.

For my two combat traits.  

Combat Traits:

Improved Defense
Whenever a creature attacks you with a single target attack, roll a d12. On an 11 or higher, the attack has no effect on you.

Expert Defense
Prerequisite: Improved Defense
Instead of the benefits of Improved Defense, you gain the following benefit instead.
Whenever a creature attacks you with a single target attack, roll a d12. On a 9 or higher, the attack has no effect on you.

Swapping out Combat Talents

Removing:

[-2] Static Electricity (Condemn) - Standard Utility
Target creature is subjected to your Condemnation (save ends). In addition, you may use the following combat talent.
[0] Condemnation - Reaction Attack
Trigger - A creature subjected to your “Condemnation” makes an attack.
Effect - Deal 1d8 damage to that creature.

[-3] Despair - Standard Attack
Deal 2d12 to up to six creatures currently suffering from (save-ends) effects.

Adding:

[–3] Form of the Courageous Turtle - Standard Utility
Until the end of your next turn, all allies have Resist 3 to damage.

[-7] Create Med-Suit - Minor Utility
You conjure a Med-Suit, which you pilot. You can dismiss the Med-Suit as a free action. While you are in a Med-Suit, you cannot use your other combat talents. Instead you may use the combat talents below.
Self-Medication - Trait
Every time you use a combat talent, you gain 2 HP.
[+3] Adrenaline Shot - Standard Utility
Target ally gains a pip.
[+1] Healing Mist - Standard Utility
Target ally and all creatures adjacent to it gain 1d12 HP.
[-1] Quick Bandage - Minor Utility
Target ally gains 1d4 HP.
[-2] Antidote - Standard Utility
Cure target ally of all (save ends) conditions.
[-4] Magical Mystery Cure - Standard Utility
Up to six target allies gain 2d20 HP. If you roll a 20 on your d20, you may activate all three of your Special Move Features. The Med-Suit vanishes.

EDIT: Suggest as our Boon
Friendship Never Dies
Your party gains the following Group Talent. A Group Talent requires all living members of the party working together within less than a hundred feet of one another to perform the talent.

Friendship Never Dies – 2/Day
Preparation Time: Instantaneous
The group may return one of its allies that has died within the last four hours to life. You must have the fallen creature’s body with you to perform this group talent.

EDIT:New Items Are Bolded
Items:

Staff of the Healer - 2000 Gold
Weapon
Two times per battle, you may use the following combat talent.

[0] Healing Word - Minor Utility [2/Battle]
Target creature gains 1d10+2 hp.

Paramedic’s Robes - 3000 Gold
Armor
When you grant a single ally HP with a combat talent, you may grant up to two allies 4 temporary HP.


Iron Shield - 1500 Gold
Trinket
Once per battle you may use the following combat talent.

[0] Endure Pain - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced to 1 hp instead.

Amulet of Protection - 500 Gold
Trinket
You begin battles with 4 temporary HP.
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Re: The Sun Sets OOC and info

Post  Bubblez on Sun Sep 06, 2015 12:50 pm

As people finish their levelups, could they post their new stuff here along with the changes to their char sheets. That way we can keep track who all has finished their level ups and which boon they voted for.

I'm voting for Spelltacular and Friendship Never Dies

Team fantastic and Brainstorm are runners up
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Re: The Sun Sets OOC and info

Post  Cardbo on Tue Sep 15, 2015 1:45 am

:poke:

Is stuff happening behind the scenes?
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Re: The Sun Sets OOC and info

Post  Paper Shadow on Tue Sep 15, 2015 7:33 am

People are updating characters on Skype and whatnot. As soon as everyone has leveled up, I think Brony will be good to move forward...

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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Tue Sep 15, 2015 11:44 pm

I haven't heard back about Penned in quite some time. I might give him until Friday to respond with a level up, and if I don't hear from him by then, I'll ghost him out for the time being.

Everyone else appears to be ready, though, so once I've collected my thoughts and decided on Penned, I'll move us into the next session. Cardbo, rest assured that the things you wanted Storm to do behind the scenes are considered to have happened with no complications.
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Re: The Sun Sets OOC and info

Post  Paper Shadow on Sun Sep 20, 2015 8:33 pm

Night Scales Level Up is finished (although character sheet hasn't updated), we can move forward now, sorry for the delay...

Change Log:
Converted NS from Racials/Utilities to Abilities
Taken additional I've Read A Lot About It to cover changes/removal of Eagle Eye bonus
Upgraded Flight School to Cloud Chaser (No More Flying Penalties)
Replaced Flash Teleport with The Rainbow Dash (I had flavoured Flash Teleport as a combat roll, to make it non-magical, but since that basically meant no teleporting through gaps and whatnot, The Rainbow Dash has more versatility for me)
Replaced Grab For Power and Wild Power with Crescendo and Flametongue
Gained Vital Surge and Who's The Tank? (Note: Night Scales is not the Tank)
Gained Spellbook, Soldier's Vest, and Soldier's Armour

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Re: The Sun Sets OOC and info

Post  A1C Bronymous on Wed Sep 23, 2015 9:24 pm

So where are we on the group Boon?
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Re: The Sun Sets OOC and info

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