Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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knighthawk Djinn Jedi

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<Snipped quote by knighthawk>
I'm going for the Flanker role, which I take it is the equivalent to a ranged striker for this game. :)

<Snipped quote by knighthawk>
I think you may have overspent on Skill Points. We have to pay 2 Points for each of our Abilities, as well as using them to increase Health and Defence.


Yep, you're right, I dint pay the 4 points for 2 abilities. Dropped health by 10 for 2 points and removed/locked the camoflage to get the 2 points back
Hidden 9 yrs ago 9 yrs ago Post by Eklispe
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Eklispe SSP

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Can't have too many Attack focused poeple right?

Hidden 9 yrs ago 9 yrs ago Post by Genni
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Skills: We Will Rock You: (Energy cost: 2 per turn)

That's still a little too cheap, could you make it 3 Energy/Turn?



Skills:Stone skin-Energy cost 5 per use: Unable to generate stone, he forms a layer of stone skin by ripping it from the local environment, In most cases this is nominal amounts, but he can cause structural damage in dangerous situations. On each use, he may raise one stat by 5 for each time he uses this power.

5 points is a little too cheap for such a powerful ability, could you change it up to 6?

The way I'm working this game all persistent effects must be Status Effects, just so it's easier for me to keep track of them. Could you change 'Stone Skin' slightly to read:
Stone Skin: Cost 6; Unable to generate stone, Brick forms a layer of stone skin by ripping it from the local environment. In most cases this is nominal amounts, but he can cause structural damage in dangerous situations. On each use, he may gain either the Armoured Status Effect raising his Defence by 5 or the Weaponised Status Effect raising his Attack by 5.

A permanent 5 point increase in stats is a little too powerful without a negative side to weigh it down. I'd say you'd either have to change the power to make it only last a short time, or have it negatively affect the other stat when you improve the first one. So in other words:
  • On each use, he may gain either the Armoured Status Effect raising his Defence by 5 or the Weaponised Status Effect raising his Attack by 5. Each Status Effect lasts for three turns before dissipating.
    OR
  • On each use, he may gain either the Armoured Status Effect raising his Defence by 5 and lowering his Attack by 5 or the Weaponised Status Effect raising his Attack by 5 and lowering his Defence by 5.

Not exactly sure how a negative Attack value would work, but I'd see it as Brick turning himself into a solid stone statue unable to move. While this would be useless against most foes, it would be very useful against environmental hazards or field and AOE attacks, if triggered in time.



Callsign: Flare
Traits:
Blazing Blood: Every time Flare takes damage equal to 20%(rounded up) of his max hp he deals damage equal to his attack value to the source of the triggering damage.

Having the Trait triggering from a percentage of his maximum Health would make increasing Flare's Health when levelling up a bad idea, but at the same time since you'll be facing stronger and more powerful opponents he'll need more Health to deal with them. It might be better to change the trigger to something like:
Blazing Blood: Every time Flare takes directed damage he deals damage equal to the amount of Health lost to the source of the triggering damage.

That should help prevent any problems with increasing stats, while at the same time balancing the amount of damage he can deal at any one time.

I played a board game recently called 'Arcadia Quest' where a hero had the ability to automatically counter attack any incoming attacks. The player controlling him just loaded him down with the best armour he could and walked him through the middle of enemy mobs, making them all die from the counter attacks in one turn. It ruined the game for the other players since there was no way to take the hero out and stopping him from clearing the entire board of minions.

And you can always take extra Traits later on, such as:
Intense Burn: All heat-based damage caused by Flare is increased by 3.

I also added the mention of 'directed damage' since any field effects or AOE attacks wouldn't be able to trigger a response (or they would trigger an escalating response as an earthquake causes damage and Flare melts his way through the floor in response!)

Power Orgin: Magic/Bio

Which origin is he? If his powers came from study, magical artifacts or divine blessing he's magical, if they come from demonic nature, blood curse or innate physiology then he's bio.

You could take both if you want to, but some villains will have an advantage over certain origins and by giving Flare two you'll be making him vulnerable to both.



That looks like we have a good team to start some adventuring with. :)

@SimplyJohn Bumblebee Flanker
@rush99999 Rocksmith Support
@knighthawk Brick Blocker
@Eklispe Flare Blitzer

I've opened the OOC thread <HERE>.

@SimplyJohn and @rush99999, feel free to post your CS straight to the Character thread when you're ready.
Hidden 9 yrs ago Post by Behemoth542
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Hidden 9 yrs ago 9 yrs ago Post by Genni
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Skills:Incendiary Rounds: (Energy cost: 3) Sigma prepares an incendiary round. Its next attack will deal additional AoE heat damage. Incendiary round might apply Burning, dealing 1 damage per turn. Burning doesn't stack with itself.

Looking good. The only problem is that the 'Incendiary Rounds' will be very weak for the opponents I'll be putting you up against. How about increasing the damage dealt so its based on Sigma's Attack rating instead? Also I'm not going to be using probability-based abilities if I can avoid them, so the 'Burning' status effect will definitely kick in, rather than just maybe kicking in.

If you make those changes the Ability could read as:
Incendiary Rounds: Cost 3; Sigma prepares an explosive incendiary round. Its next attack will deal AoE heat damage equal to his Attack and causes the Burning status effect. Burning causes damage equal to 1/2 Sigma's Attack (rounded down) each round. Burning does not stack with itself.


Traits:
  • Advanced Energy Cell: Increase max Energy by 5. Electric based prevented damage may recharge a small degree of Energy

Are you sure you want to limit that to just Electrical damage, not more general Energy damage?
Hidden 9 yrs ago Post by Behemoth542
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Hmm... alright. I like both changes, going to add them to the sheet.
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