Avatar of Genni
  • Last Seen: 6 yrs ago
  • Joined: 11 yrs ago
  • Posts: 1814 (0.45 / day)
  • VMs: 2
  • Username history
    1. Genni 11 yrs ago
  • Latest 10 profile visitors:

Status

Recent Statuses

8 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
11 yrs ago
Round and round and round we go...

Bio

Most Recent Posts

Always the wording that seems to be the issue, was thinking about the health percentage but forgot to add it. Much better now though and it fits pretty well.

I'm a law student, so wording tends to be something I pick through quite carefully. With a contract a misplaced comma could end up costing a company billions, so precision is key.

Anything else needed? (Also, thank you for the options provided on how to customize my Trait. Really appreciated that Genni )

Nope, all good now. Although when you're IC be sure to note which second target Heretic hits unless you just want me to choose one at random for you.

It's usually better to give options than just imposing my will on you, and if you ever think of another way for a power to work slightly differently feel free to offer up suggestions of your own as well. :)
@knighthawk
All good here now. :)



Seems good?

Mostly good, my only concern is that Death Leaper is too powerful, as it basically gives a free attack to a second target every round for only a small decrease in overall power and you'd be able to trigger Unhallowed Presence, Hell's Lost Flame and Blood Drenched Hero twice as well.

My suggestions would be:
  • Make it so only the original attack triggers the other traits, with the second attack only damaging the target, or
  • Decrease the power of the second attack to 1/2 the Attack of the original attack instead of -2, or
  • Have Heretic be able to choose how to split his total Attack between multiple targets, or
  • Change it to an Energy 4 Ability rather than a Trait



Distortion Vortex (4 Energy):
Void bends the Space around a target, destabilizing their position in Space Time, giving them the Distorted status effect, reducing both attack and defense by 25%, and Marking them. When a target is marked, Vaerin can teleport to the target the turn after the target is Marked.

Since the Marking effect and teleportation are a separate effect to the Distortion Field they'd have to be taken as a separate skill.

I'd recommend a trait which would exploit any target who'd been Marked, allowing Void to always be able to target them no matter what environmental conditions or effects were in place, and the effect would be persistent until removed by the target's own actions or abilities. In the narrative this could be explained by Void teleporting next to them to strike at them.

You could also later go with an ability like:

Teleportation Frenzy (Energy 4)
Every target who has been Marked by Void immediately takes Health Loss equal to his current Attack. The Marked status effect is removed when this ability is used.

Which would use his space warping abilities to bypass all defences on multiple target, but would need a bit of fancy footwork for him to set up first.

Warrior of the Void: With a newly gained Void Saber (Reference his appearance for the look of it.) He has +4 attack

Could you alter the wording on this to read: "Void is now equipped with the Mystically-powered Void Saber, which grants him a +4 Attack Armed status effect."

I'm using the 'Mystically-powered' feature on equipment to note when they're indestructible by conventional means, and I wouldn't want to forget and accidentally have Void's Saber chewed up by scraplets.

Valiant Protector:
Whenever Void is near Violet, he will take any attack directed at her, making his defense take place of hers.

It might be better to make this 'Whenever Void is near Psy-Warp, any damage which would wound Psy-Warp is applied to Void instead' since Psy-Warp's Defence is better than Void's at the moment so he'd take less damage this way. It gives Psy-Warp the option of using Brick for her Defence before any wound damage would be calculated, only for Void to then leap between her and Brick should anything get past the walking wall.

With Psy-Warp's new trait this would also let her trigger a free attack more often, since anyone attacking her would be blocked by Brick, intercepted by Void and then counter-attacks by Violet as she launched her free ranged attack, before Void then returned the attack on his own turn.



Psionic Intervention-
Psy-Warp doesn't like seeing her friend Void hurt badly triggering her to attack and repel if an enemy does significant damage to him.

Nice idea, but I'd rework it slightly to read:

Psionic Intervention
Psy-Warp doesn't like seeing her friend Void hurt badly. Any time Void is attacked while his Health is less than 25% Psy-Warp may make an immediate free ranged attack against the character targeting him.

This limits the ability to only those times when Void is being directly attacked by an opponent (or Heretic) rather than triggering if he falls off a roof or anything like that, but would give Psy-Warp a good number of free attacks when Void's being overwhelmed by a horde of nymphomanic killer fairies nibbling at his... umm, 'weak point'.

Just to note, if Void is hit with an attack while above 25% Health, the skill wouldn't trigger, even if it reduced him to less than 25% or, Hades forbid, KO'd him. You could choose later to upgrade the trait, increasing how much Psy-Warp cares for her friend's safety so the skill triggers more often.
I figured the blast would be an AoE though that might warrant an 8 cost, either way it works.

It's fine as it is, but could you make the wording something like:

Telekinetic Blast - 6 Energy
Psy-Warp fires an orb of TK energy which detonates hitting all opponents, causing a Staggered! effect on stronger enemies and throwing weaker enemies into the nearest surface with the Speeding status effect.


Gopher Hole: Attacks deal the trapped status. Trapped targets are unable to move for a number of rounds equal to health damage inflicted.

Snakebite
Brick attacks on target and inflicts the Trapped status effect for 1 turn. If the target breaks out early, either through their own actions or by being forced to move by someone else, they take additional direct damage equal to their own Attack rating.

If both your Gopher Hole trait and Snakebite ability use the Trapped status effect I'm going to get confused. Could you change one of them, possibly make Snakebite's effect Clamped?

Everything else is good as it is. :)
Defense is now 10.
Attack is now 10.
Rocksmith has learned: Guns N' Roses, Guitar Smash, Rize Of The Fenix, For The Fans, and Gotta Love The Roadies.
The energy cost for We Will Rock You and I Am The Walrus has been reduced by 1.

10 points for new skills, 4 points to upgrade old abilities, 6 points to Defence and 3 points to Attack?

Defense is now 5
Attack is now 13
Deimos has learned Hightened Chi Control, Martial Control, Must be Love

1 point to Attack, 3 to Defence and 6 for new skills?
There's plenty of other mission lining up for action, so it's not like you'll get bored waiting around for something to happen. In fact there's already three new situations brewing which the RATS could be sent in to deal with, and you'll get details of those once you get back to base.
For those of you who have finalised their upgrade decisions, please post IC as @SimplyJohn has listing what upgrades you've taken. You get to take two actions this turn, rather than the normal one, but be sure to make use of Rest and Recovery to regain Health and Energy if you need to.

And decision time, do people want to try and chase down the armoured trucks and police cars, or call the mission completed and return the Hell's Bitches to base for confinement?
Energy Sap: (6 Energy)
Flare can concentrate and absorb heat from his surroundings causing him to gain the Charging status effect. While Flare is Charging his defense is halved and he gains all the damage he takes or deals during this time is taken as charge. In addition he can not use basic attacks or abilities. Flare can consume this effect to deal damage equal to the current charge he has in addition to his ATK value.

If you're going to limit Flare's use of his powers then I'd actually allow him to become On Guard (25% bonus to Defence), rather than weakening his Defence, since he'd be concentrating on absorbing energy. Also he'd be allowed to gain power from any damage received, whether it drains his Health or not, so his added Defence would allow him to draw in more power in one go without risking his Health too much.

Also for Warming up, the reason I wrote it like was so that it applied to both energy expenditure as well as energy stealing effects.

Okay, so any time Flare's Energy is reduced, either through use of abilities or enemy action, he gains the Fired Up status effect, giving him +1 Energy Regeneration and +1 Attack for two turns.

I'd limit this to only once per turn though, otherwise he'd very quickly become overpoweringly strong if facing multiple opponents, especially since his Blazing Blood would already be bouncing damage back on anyone attacking him as well.
Quarterback: Allies who follow his instructions gain a +1 ATK and +1 DEF for their action.

With this I'd recommend going with a percentage based increase, like 10% to each stat, rather than the fixed increase. Also could you add a status effect to the stat boost, like Team Player or Coordinated?

Human shield: Allies may take cover behind Brick, all attacks directed at themselves now target brick instead.

No problem with this, but again could I get a status effect to track the defended characters. Shielded would probably be the best one.

Gopher hole: ...Trapped targets are unable to move from their current spot unless they can meet his defense to break free.

I'm not sure what you mean by this last part. Would the target need to have greater Defence than Brick, or would their Attack having to be higher than his Defence?

Snakebite:

Wording's a little spotty on this one, could you change it to read:

Brick attacks on target and inflicts the Trapped status effect for the number of turns difference between his Attack and their Defence, to a minimum of 1 turn. If the target breaks out early, either through their own actions or by being forced to move by someone else, they take additional direct damage equal to their own Attack rating.


Would you need both Gopher Hole and Snakebite? They seem to have a similar effect on their targets, except Snakebite adds damage to the trap.

You could make Snakebite into a trait which would increase the effect of Gopher Hole, making that ability cause damage both from the initial attack and if the target breaks out early.
Telekinetic Blast- Energy cost 6
Psy-Warp fires an orb of TK energy which detonates causing a Staggered! effect on stronger enemies or throwing weaker enemies causing them to begin Speeding! into the nearest surface if applicable.

Would you be wanting this as a area effect ability or would it be a targeted one?

Telekinetic Throw- Energy cost 4-8
Psy-Warp grabs an object or person and launches or slams it against a surface or in a chosen direction adding her own Attack to the impact with increasing cost depending on the weight and size of said projectile.

Happy with this as it is, and I can already see you lifting the large, heavy object and tossing it the fact of the small, helpless target.

Strong Mind Stronger Temper
Psy-Warp doesn't take kindly to anyone trying to mess with her mind reducing mind control duration by 25% afterwards gaining Psionic Anger! which switches her Attack and Defense causing her to focus her rage against the offender until they are KO'd.

Nice 'Rage Beast' mode, but since mind control's a very specific ability which shouldn't crop up too often you might want to increase the trigger to any mental attack to include things like fear, panic, confusion and other psychic manipulations.
"HOW'D I GET UP HERE?!"

Magic

What's the energy cost for Shinobi's Precision?

Given that it ignores Defences and inflicts a permanent debuff I'd say 5 Energy.
© 2007-2026
BBCode Cheatsheet