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#Post#: 990--------------------------------------------------
Heath's Personal Suggestions
DIR By: hjordanr
Date: July 8, 2015, 6:44 pm
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Ferocity- This skill allows the user to stay active for part of
their bleed out count. If the character is reduced to -1 Body
then they may expend a use of this skill by announcing,
“Ferocity!” which will allow them to stay conscious and active
for the first 10 counts of their bleed out count. This skill
may be purchased multiple times. Prerequisite: Battle Rage x1.
Cost: 4? CP
Blessing- This faith effect engraves a focus of the path that
the character’s chosen Master or spirit is associated with.
This effect also grants a weapon it is used on +1 damage for 5
minutes or a combat scene, whichever comes first. A Blessed
area may be Dispelled or Suppressed.
Barrier of Faith: This effect grows on the power of Blessing and
leaves an area imbued with the divine power of a character’s
chosen Master or spirit that those who are not associated with
that same Master or spirit are unable to enter it. This skill
requires a 60-count to use (Barrier of Faith 1, 2, 3… etc.)
during which the character must remain stationary, the character
is vulnerable to attacks (which interrupt and end the count),
and after which the faith points are expended. This barrier has
an area of 30’x30’x30’ and a duration of one day. Any creature
associated with the Master or spirit that the character follows,
or with the path of magic they represent, may enter and exit the
barrier freely. Any character with at least Faith Level 1 in
the same Master or spirit as the character using this skill may
also enter and exit freely. All others are prohibited from
entering unless the character that used this effect announces
their recognition, “<Character> is recognized by the Barrier,”
after which point the character may enter and exit freely. If
the character using this effect announces, “<Character> is no
longer recognized by the Barrier,” then the character thus named
may remain in the area but once they leave they cannot re-enter.
Only one character at any given time may be recognized by the
Barrier. This effect may be Dispelled or Suppressed. This
effect does not prevent objects from entering the area.
Divine Salvation fix: Target of this power is nauseated to the
point of being unable to use any in-game skills for 10 minutes
after being revived.
Disable Device- Suggest that third level in this skill grant -1
Stamina cost to Evade. Perhaps also allow the user to purchase
Evade without an instructor.
Rename Sleight of Hand to Hidden Pocket. This would include the
call for the skill. This would help clarify the purpose of the
skill.
Lower the price of Feign death by one for Rogues and Rangers.
The first attack launched three seconds of emerging from
Surprise gains full Backstab damage against its target
regardless of the target’s orientation.
Sneak- This skill allows the character to move freely from their
initial hiding spot. The character must stay within 10 feet of
some form of cover (heavy shadow, low walls, trees, large rocks,
etc.) and at least 10 feet away from any characters (anyone who
is currently represented by a person whether it be a player
character or NPC) or else the effect immediately ends. During
this time, the character may only walk (and must remain in a
crouched position?) and must keep a hand on their head (maybe
replace this signal with a headband?). The count to begin use
of this skill is, <Sneaking 1, Sneaking 2, Sneaking 3, Does
anyone see me?” If the character goes unanswered or is answered
in the negative then they are considered hidden and may use
Sneak. If they are answered in the positive then a hold will be
called to determine if the character is actually spotted. The
character may emerge from this skill with Surprise.
Prerequisites: Surprise. Cost: Same as Hide across the board
Acupressure- This skill allows the user to manipulate pressure
points on a target’s body to cause either harmful or beneficial
effects. To use this skill, the character must touch their
target’s body with a minimum length Small size natural weapon
(which may neither inflict nor block damage) while announcing
the use of one of the effects from this skill. Each level of
this skill grants a once per day use of a Natural effect listed
below. These are considered pathless effects therefore they may
only be stopped with a Nature Shield spell and no others. The
natural weapon’s touch attack may be Deflected, Parried, Evaded,
or Phased but it may not be Riposted. The natural weapon may
only be wielded in a single hand at a time but is usable with
either hand. Deflect Weapons will stop the touch attack and
Lightning Barrier and Fire Aura may stop it as well if the
attacker is dropped by the damage received.
1-
2-
3-
4-
5-
minutes)
Prerequisites: First Aid. Cost- W6, R4, M6, PL6, MK4, RN5, TH5
Mobility- This skill represents a character’s sureness of foot
and ability to navigate difficult terrains. This skill allows
for the user to replicate the effects of a <Terrain> Walk skill
currently being invoked by another character (either a player
character or NPC) in an encounter. This skill does not grant
the ability to use <Terrain> Walk skills of any sort, only to
replicate them in response to their use. This skill is
announced as, “Mobility” in response to a character using any
<Terrain> Walk skill.
Prerequisites: None. Costs: W6, R4, M6, PL6, MK5, RN5, TH5
Capture Creature special attack. Pre-requisite: Skill +2. Base
cost: 5W, 8R, 10M, 7P, 8MK, 7RN, 9TH. This is special attack is
announced as, “Prepare to capture,” followed by “Capture
Creature” during subsequent swings. Once a hit is successfully
landed on a legal area of the target’s body then the target is
captured and may not move from where it was captured. The
target must stand with its arms at its sides with legs together
and may only attempt to act from this position (a weapon may be
swung, an alchemy thrown, or a spell or magical ability used).
The target may break out of capture by comparing Strength levels
and then with a 3-count, taking 3 damage in the process. This
skill has no effect on Full Massive creatures but may be used on
Limited Massive creatures.
Woodworker- This skill allows a character to work with wood to
create wooden objects as well as to recognize woodwork and
determine its quality.
Level
1
2
3
4
5
6
7
8
9
10
A Woodworker of 9th level or better can make 10 paths of spell
foci per production (Master = 6 paths for production value). The
number of paths a focus will have is reflected in its cost to
make. Below is a chart of the cost to construct spell foci.
However a Woodworker may set his own prices for them.
Vote on Mentor skill.
Cleave- This special attack bypasses any damage reduction that a
target possesses. This includes damage reduction from all
sources including but not limited to magical, natural, divine,
or damage reduction granted by equipment or items. This special
attack has a duration of five minutes during which time the
character may announce “Cleave” at the end of any damage call.
Prerequisites: Pierce, Skill +2. Cost: W4, R5, M7, PL4, MK5,
RN4, TH6
Hand in hand with this, the Righteous Strike faith effect would
swing Cleave damage for the five minute duration of the power.
As well, a new zero-cost Weapon Smith skill, Adamantine Weapon,
may be added which requires Level III components for each Level
I component normally required, increases the production cost of
the weapon by x5, requires a full forge, and may not be used on
any weapon that requires zero Ore components to create. These
Adamantine weapons will allow the wielder to announce “Cleave”
at the end of any damage call while using them.
Add research capability to Forges.
Change Silver Weapon to Silver/Gilded Weapon. There are
creatures in the game that have special interaction with gilded
weapons (x2 damage or Damage Reduction that is bypassed by gold)
so adding a way to create these items seems necessary. Change
text to, “To silver or gild a weapon, a character with Weapon
Smith must build the weapon incorporating 2 silver or gold
pieces per Ore component needed to make the weapon. This process
requires a Weapon Smith lab or a forge. Silvering/Gilding a
weapon doubles the production cost of the weapon.”
Change Create Key spell to create multiple copies of the key to
a Wizard Lock when cast at the creation of the Wizard Lock.
Rift- Remove Death effect from the effects of going through the
Rift without a Law or Chaos Shield. Require that both the
entrance and the exit of the portal be touching the ground fully
at the base.
Enfeeble- This spell has no effect on Full Massive creatures.
Hasten- This spell may be expended in order to replicate the
effects of the skill Flee.
Lunar Blindness- Increase the mana cost of this spell to 6
instead of 4.
#Post#: 1001--------------------------------------------------
Re: Heath's Personal Suggestions
DIR By: hjordanr
Date: July 9, 2015, 12:50 pm
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Cleave is announced as, "Prepare to Cleave." It costs 4 stamina
to use.
#Post#: 1005--------------------------------------------------
Re: Heath's Personal Suggestions
DIR By: hjordanr
Date: July 9, 2015, 6:08 pm
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Capture Creature may be Deflected, Parried, Riposted, or Evaded.
#Post#: 1007--------------------------------------------------
Re: Heath's Personal Suggestions
DIR By: hjordanr
Date: July 9, 2015, 8:28 pm
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Vagabond’s Guild: This guild is a secret network of connections
among the poor of most major cities on the continent. The
network functions as a way for these impoverished people to
sustain themselves and aid one another in the often harsh
situations that they face on the streets of an uncaring city.
Members typically have neither permanent homes nor means of
employment but rest somewhat easier knowing they can travel
between cities to find temporary shelter and enough food to warm
their bellies for a night or two. The group lives by two basic
rules: Always aid, never harm, people of low standing or in dire
straits; and try to make legitimate coin when possible. This
vast network of transients holds a vast wealth of knowledge
gained through being in the right place at the right time which
is sometimes available for a price and is passed along through
the coded language and texts developed by the group.
Prerequisites: May never be Noble.
Traits: Start with Vagabond Cant (a coded means of communication
indecipherable to outsiders). Start game with one piece of
information about goings on in the city. May purchase
Read/Write Vagabond Code.
Stamina Chart [These numbers are the amount of cost reductions
and increases each column gets. Numbers in parentheses are what
they would be if these changes go through]
Small: -1 x3; +1 x5 (4)
Short: -1 x3; +1 x4
Long: 0 all around
Two Handed: -1 x9 (7); +1 x1
Great: -1 x9 (7); +1 x2
Piercing: -1 x5; +1 x5 (4)
Blunt: -1 x7 (6); +1 x2
Slashing: -1 x5; +1 x1
Make modifiers for Capture Weapon 0 for all sizes and damage
types.
Make Great weapon modifier for Trip 0.
Make Pierce modifier for Sever/Maim 0.
Make Blunt modifier for Sever/Maim 0.
Make modifiers for Deaden for Two-handed and Great weapons 0.
Legend Lore
Identifying information about magical items requires a 30 count
for each piece of information gleaned. Discerning summoning
names requires as many weeks of research as it requires levels
of Legend Lore to identify with a basic bead pick to determine
success at the end [2 good, 1 bad].
Level
1
2
3
4
cast
5
first effect of magical items
6
paths of foci
7
etc], Secondary effects of items
8
9
10
of magical items
Lower CP cost of Alertness by 1 across the board.
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