I WANT MONSTERS! RAWR! Easy Enemies have about half the stats of a starting character. (100 Health/Stamina Split, 12 Stat Points) Medium Enemies have the stats of starting characters. (200 Health/Stamina Split, 24 Stat Points) Hard Enemies have about double the stats. (400 Health/Stamina Split, 48 Stat Points) Dangerous Enemies have about four to five times the stats. (800-1000 Health/Stamina Split, 96-120 Stat Points) Monstrous Enemies have anywhere from six to ten times. (1200-2000 Health/Stamina Split, 144-240 Stat Points) Legendary Enemies cap out at 12 times the starting stats of a character. (2400 Health/Stamina Split, 288 Stat Points)
I already sent you my griffin stats; I'm clear. Just a few moments ago I had this really great idea for a chaotic style of magic. It would be similar to what Discord does, but less controlled and much more volatile. Spells from this tree should only be used by the generally lucky. (In other words, not me) Can I start making a list of spells now? O3O
NOPONY TOUCHES THE CHAOS SPELLS BUT ME! Ahem, I mean... you can make any suggestions you like. I actually associate all of Discord's magic as Space Magic, it's just his application of it that makes it chaotic.
I made a monster, I shall post it in my little thread thingy. You've seen it. I shall make many more, hopefully! I might even keep some "secret" for if and when I GM sometime. I shall have a story prepared for the occasion!
I'll work on translating the monsters I've already made (parasprite, hydra, etc), and I've got an idea of Juvenile dragons and Wizened Dragons.
Okay, everyone, the moment you've all been waiting for: Scholar[size=-2]v. 1.1[/size] [Nifty description goes here] To become a Scholar, one must have at least 4 Awareness and 4 Creativity Starting Health: 50 Starting Stamina: 150 Starting Skills: Know-It-All, Chessmaster, and Glasses Come Off Know-It-All: Passive. Scholars gain +2 to rolls pertaining to the following subjects: Zoology (non-sapient animals), Botany, Chemistry, Meterology, Tactics, and Mathematics. Chessmaster: 5 Stamina. A Scholar, as an action, may roll 2d12+Awareness to predict the enemy encounter's next action(s). Unlike Situation Prediction, the Scholar needs only to roll greater than 20 for a successful prediction. This skill cannot be used during the same turn as Situation Prediction. Glasses Come Off: 15 Stamina. Having studied at least some form of combat, a Scholar, in a pinch, can become a passable front-line fighter. For the next three rounds, the Scholar gains +2 Resilience and +2 Ferocity. This skill can only be used once in between rest periods. (Note: The Scholar need not actually wear glasses to use this skill, but it certainly looks cooler if they do.)
Scholar Rewards Deep Blue: Successfully use the Chessmaster Skill 10 times consecutively. +2 Awareness The Glasses Do Nothing: Land the finishing blow on two or more enemies in an encounter while under the effect of the Glasses Come Off skill. +1 Ferocity, +1 Resilience Like An Open Book: Roll Lucky 12s using the Chessmaster skill. +2 Creativity This Defeat Was Part Of My Plan: Use the Chessmaster skill and become unconscious or die in the same encounter. +1 Awareness, +1 Resilience
Nice stuff, Quill. I think we're gonna be needing more achievements, and more specifically achievements that grant skills. Having played a spellcasting class, I now realize "Wow! I don't have enough words to mess with! I need more words!" Looking through the current achievements, it seems very hard to get new skills. Like... I think there's only 2 others I can currently get, and those have fixed skills. Any future thoughts on skill-granting achievements?
There's supposed to be an achievement for every skill/spell that's an active or instant... I just run out of time for making them. Skill-based achievements are supposed to give room for more skills, and extra skills related to that skill.
Hmm.. Skill achievments.... Only the strongest: When initiating a power Strike, win with double 12's followed by a 12 for the stamina damage to the target. Reward: +2 ferocity, Power Strike costs 2 stamina rather than 4. Meet the scout: Get through an entire fight as a scout without taking a single hit of damage. Reward: +4 awareness Athlete: Run at gallop speed for 6 consecutive turns inlcuding any using the Endurance racer ability. Reward: Endurance racer lasts for 5 consecutive turns instead of 3.
On the topic of achievements, I randomly had a few pop to mind when I was doing my homework earlier. /shrug Fun Fact!: Make a completely pointless comment that ends up helping the team. Reward: +1 awareness, +25 stamina Et tu, Brute?: In a party of 4 or more, convince everyone in the party to assassinate a friendly target. (Does not have to be a player, but can be. If a player, everyone but said player.) Reward: +2 ferocity, +2 speed, +1 resilience I am the sword master!: In a party of 4 or more, receive one of the items dropped and sell it to another player in the group. Reward: +1 creativity, Barter skill Barter: When trading with NPCs, you may roll 2d12 creativity against them. If you win the roll, the price is reduced by however much you win the roll by. (If this reduces the price to under 0, the price is 1 bit) Did I say that?: Fool an NPC by pretending to use a time spell and revealing a false past or future event. Reward: +1 Time spell, +1 willpower *Just for Tech Tea I contributed!: Participate in half of three separate encounters, but leave after the halfway point. Reward: Money squabber skill. Money squabber: Upon participating in at least half of an encounter but leaving early, you gain half of the monetary amount that the rest of the party did. (E.C. Everyone got 200 bits, you would get 100) *Just for Cyanside Team: Hostility: Manage to send everyone on your party from neutral/friendly to unfriendly towards you in one encounter. Reward: +1 awareness, +1 speed, +2 resilience, +100 hate from your fellow allies
Felt like adding some Runecaster-specific achievements before Saturday. Totally not for my own benefit. Nope, definitely not. Reversal: Roll double 1's on a spell and still have it perform a positive effect. You started it: Attack an ally with a spell that wasn't originally aimed at them. End EVERYTHING!: Wipe out an entire fight with one spell. But I never asked you!: Cast a spell calling a different source than you began with. (Not sure if this is possible, but seems an interesting concept.) Go home, you're drunk: Teleport an ally for being intoxicated. (Not really a runecaster-specific award ) No time to react!: Cast a spell that uses over half your stamina the first turn of a fight. There can only be one: Attempt to attack one of the four sources with another. Master of feeling: Be afflicted with every possible status. (Okay, this is an empath-specific one. So sue me?) That looks about- wait: Forget to add a target to a spell. Heresy!: Attack an ally for insulting a source. I can do so much more: Heal an ally, resurrect an ally, inflict a condition on an enemy, and kill an enemy all in one encounter. A blessing or a curse?: Be contacted by a source without calling them. Lethally loyal: In a group of four or more, put the entire group at risk in the name of a source. Art speaks louder than words: Defeat an enemy mage one on one. Commission: Cast a spell at the request of an ally. I'll get this part: Finish an allied runecaster's spell for them.
Here's one specifically designed for me: Screw paperweights: after only using paperweights and fists for 5 sessions no matter how long your in there for on your sixth one remove them from your inventory and use something else.
Executioner: Be the one to finish off all enemies in a fight, even if your team has already killed them. Reward: +2 to any chosen stat by the awarded (Once chosen, cannot be changed)
Needs some tweaking, but I've had to tweak a few to put them in the list. Remember ponies, it can't be online specific either. :3
Let them eat cake - Give 5 healing items to allies in a single combat. Reward - +1 creativity, +1 willpower THIS IS SPARTA - In berserk mode/fury, never miss and never get hit. Reward - +2 Resilience, +2 Ferocity, can use a skill once while in berserk mode
Total Control!: Dominate an enemy for 5 turns. Inner Conflict: Be inflicted by depression within one turn of removing it. Impossible Ultimatum: Agree to a set of terms that ensures the death of at least one party member. Sunspot: Against 4 or more enemies, ignite every enemy in a single turn. Fire Blanket: Put out an ally's ignite by transferring it to yourself.