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Post by Amanojyaku on Nov 7, 2021 22:18:47 GMT -6
What is the "wormsign" referenced in the Burrower homebrew NPC trait? Based on context it sounds like an NPC trait for modeling big wormy dudes like purple worms and the like, the text of which doesn't appear to have survived the forum transition. Anyone still have the rules text for that floating around? tvtropes.org/pmwiki/pmwiki.php/Main/Wormsign
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Post by masmanus on Nov 8, 2021 9:06:36 GMT -6
Well oof for missing the reference :/
That being said, it'd probably be useful to have such an NPC trait (was asking b/c I'm trying to stat a "big wormy dude" at the moment). I'll likely post an attempt at such a trait in the near future.
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Post by GuardianTempest on Nov 8, 2021 16:11:16 GMT -6
Well oof for missing the reference :/ That being said, it'd probably be useful to have such an NPC trait (was asking b/c I'm trying to stat a "big wormy dude" at the moment). I'll likely post an attempt at such a trait in the near future. Personally I don't think it's needed. The burrower trait handles that enough, leaving a wormsign or not is a cosmetic choice. Maybe it'll leave an obvious trail, or maybe it's a slight disturbance of the earth that requires Perception checks, or maybe it doesn't leave any sign at all until it emerges. If you're trying to stat a worm, I suggest adding a custom ability (not a trait, a defined ability like Gauss Flayer) that says "Any result that hits the arms/legs hits the body instead" since the worm is just a flesh tube.
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asher
New Member
Posts: 36
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Post by asher on Dec 17, 2021 12:06:10 GMT -6
So need some clarification with regard unarmed attacks. my character is a Daelkyr Symbiote with muscle wizard and Satsujinken for her classes. they’re very beat down focused with some magic for support, I really like where it’s going but she’s easily getting very complicated mainly due the difference between weaponless attacks and unarmed attacks and where natural weapons lay between them. Certain things will only trigger if I’m used my Daelkyr Symbiont weapon while others will only trigger if I’m using my living weapon and as far as I know others only when I use neither, so I’m asking are natural weapons considered weaponless? I know it sounds stupid like a stupid but what is a fist but a natural weapon. I know I could just pick a different class cause I haven’t gone into the Satsujinken class just yet but it’s too perfect in my head to change it. Plus bother weapons have the Brawl keyword just to clarify more
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Post by Amanojyaku on Dec 17, 2021 12:35:36 GMT -6
A weaponless attack is made using your most basic unarmed strike: Brawl to attack, 0k1 I damage plus a level of Fatigue, plus feats.
A weapon with the Brawling special quality (e.g. most weapons in the Unarmed group, such as brass knuckles or a power fist) adds its profile in addition to your unarmed strike. So a monk can improve his punches further by donning a caestus. Note that unless it also has the Arm Mounted special quality, you can't also hold things in the same hand; a power fist is more like a Sock'em Bopper made from a tank than it is the articulated coolness from the source material.
A "natural" weapon is one that is intrinsically part of the user's body, and usually (but not always) also has the Brawling special quality. Your unarmed strike is, technically, a natural weapon (unless you're using a power fist on top of it), but a Dragonblood's claws are not a weaponless attack.
Your Symbiont weapon does not use Brawl and doesn't even look at your unarmed strike unless it's one that has the Brawling special quality. The natural weapon you gain when accessing your Living Weapon power is not a weaponless attack.
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asher
New Member
Posts: 36
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Post by asher on Dec 17, 2021 12:41:07 GMT -6
Ok that clears some things up, guess I’ll just have some useless feats and sword school traits. Another similar question is there a difference between punching and kick or is it all flavor
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Post by Amanojyaku on Dec 17, 2021 12:42:28 GMT -6
Punch, kick, headbutt, hip drop, that's all flavor unless you actually get a weapon profile that says otherwise.
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asher
New Member
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Post by asher on Dec 17, 2021 12:51:32 GMT -6
Ok that’s what I thought
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Post by Lestat on Dec 18, 2021 3:00:20 GMT -6
So need some clarification with regard unarmed attacks. my character is a Daelkyr Symbiote with muscle wizard and Satsujinken for her classes. they’re very beat down focused with some magic for support, I really like where it’s going but she’s easily getting very complicated mainly due the difference between weaponless attacks and unarmed attacks and where natural weapons lay between them. Certain things will only trigger if I’m used my Daelkyr Symbiont weapon while others will only trigger if I’m using my living weapon and as far as I know others only when I use neither, so I’m asking are natural weapons considered weaponless? I know it sounds stupid like a stupid but what is a fist but a natural weapon. I know I could just pick a different class cause I haven’t gone into the Satsujinken class just yet but it’s too perfect in my head to change it. Plus bother weapons have the Brawl keyword just to clarify more Natural weapons are defined as: Unarmed attacks are defined as: True weapons are either ranged or melee and use Weaponry or Ballistics in general. Natural weapons are like weapons, but they are a part of your body in some direct manner. Weaponless attacks would be your base 0k1 + Str damage. Brawl weapons are true weapons that use Brawl in place of weaponry because of the brawling property. A natural weapon could theoretically not have the brawling property, it just has to be "like" a claw, bite, sting etc. I'm sure you can imagine aliens with sword arms, or ballistic spines. In terms of class choice, and optimization I would pick whatever you want to focus on and optimize it exclusively. Just be worse at weaponless attacks and go into a generic brawl class with access to the Erymanthean Boar sword school which buffs natural weapons so hard you become unstoppable. Satsujinken works for both weaponless attacks, and natural weapons so there is no change needed there.
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asher
New Member
Posts: 36
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Post by asher on Dec 18, 2021 15:06:56 GMT -6
I figured this was all the case just wanted to make sure, it also ties into me hating to have to buy feats that are necessary in order to level up but ultimately will never be used because of specific wording and how I play the character. I honestly think it’s funny how all theses feats, gear and swords schools I’ll have boil down to just wanting to punch enemies harder but just not syncing up just right, it would be kinda busted if they did but the ones that do work together are more than enough. Anyway thanks for the help
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Post by usablejam on Apr 16, 2022 19:43:33 GMT -6
Hello! I was about to start learning how to make systems in Foundry virtual tabletop, but I figured I should ask here first if anyone has tried to run this game on Foundry, Roll20, etc. I'll post it here if I do end up making something usable?
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Post by Amanojyaku on Apr 16, 2022 19:53:03 GMT -6
There's a sheet on Roll20, yes. So far I recall the only major issue is with dice syntax regarding explosions and specialties.
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Post by usablejam on Apr 17, 2022 19:15:21 GMT -6
I see, thank you. Does the dice rollerator do the wrong thing just when specialties are involved?
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Post by Amanojyaku on Apr 17, 2022 19:51:06 GMT -6
Explosions and specialties aren't friends when the former results in 11/21/31/etc.
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Post by usablejam on Apr 17, 2022 19:59:04 GMT -6
Thank you for the help!
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