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Post by berserkx33 on Aug 10, 2022 22:53:56 GMT -6
REPLOID Created to be independent machines capable of dealing with the most complex tasks imaginable without sucumbing to the perils of space and the warp, those wonderful machines, known as the Reploids, are used to manage entire robot workforces, nicknamed as "The Robot Masters" to the other robots, their complex design and arcane tunning allowed them to do the most outlandish tasks with ease. Living Construct: A Reploid is immune to Fatigue, Poison, and Disease. They are not subject to the same frailties as their fleshy companions. They also have no need to Eat, Drink, Sleep, or Breathe though they can still do so if they want. Because a Reploid has a Pyros Reactor instead of a heart, they cannot benefit from a Bionic Heart or any of the artifact versions. Refitting: A Reploid doesn't heal naturally over time. A Reploid must be repaired. Repairing a Reploid takes a Craft + Int Test. The TN for this Test is 15 if the Reploid is lightly wounded, 20 if heavily wounded, and 25 if the Reploid has taken critical damage. A successful Test recovers 1 Hit Point and takes one hour. A Reploid cannot spend Pyros to heal Hit Points. If a Reploid loses limbs or their body is destroyed, they can be repaired rather than replaced. Repairing a destroyed limb or body requires making Craft + Int tests against TN 25, each test taking one day. After five successful tests have been made, the Reploid's limb is rebuilt.
Weakness Chain: A Reploid's arcane connection requires them to attune to basic forces of the universe in such a way that they can't be considered separated from them, being vulnerable to the antitetical forces to their core. During character creation, pick one of the 8 elements below, they will be your weakness. Attacks with the specified Elemental Shot deals +1k1 damage to you, spells from the listed magic school deals +2k1 and you have two checks when rolling for their saving throws. Attacks with the specified damage types deal an extra wound to you. ELEMENT | EL.SHOT | SPELL | DMG
| EFFECT | TERRAIN | AIR
| AERO BOLT
| Evocation (Air or Shock flavored)
| I, E | -2k2 to resist Shocking Dodging your Attacks doesn't take a Reaction
| Fall Damage causes extra wounds equal to your Size
| EARTH
| GEO
| Evocation (Earth or Kinectic flavored)
| I, X | +1 to the Blast rating for the purposes of hitting you Parrying your Attacks doesn't take a Reaction Opposed actions give you an extra Check
| Being Crushed deals extra wounds equal to 6 - your Size, to a minimun of 1
| FIRE
| FIRE
| Evocation (Fire or Explosion flavored)
| E, X
| -10 when rolling the Fire condition and the Flame property Overheat causes +1k1 damage
| Terrain with overtly high temperatures (like the inside of a burning building) cause 1 E Wound per turn
| WATER
| AQUA ICE
| Evocation (Water or Ice flavored)
| I, R | +10 to the TN for escaping Snare Proven +2 to Weapons with Proven Is vulnerable to Fatigue | Liquid-based Difficult Terrain is treated as Arduous Suffers from suffocation underwater
| WOOD
| -
| -
| I
| Can be affected by Poison and Disease -10 when rolling against Drugs and the Toxic property Toxic deals 3 additional Wounds instead of 1 Being Restrained causes -3k0 instead of -1k0 | Nature-based Difficult terrain is treated as Arduous
| METAL
| -
| -
| I, R
| Penetration is doubles against you Felling reduces Resilience by 2 instead of 1 Critical Damage destroys a part at 4
| -
| VOID
| HOLY GRAVITY
| Evocation (Pure Energy Flavored), Abjuration, Conjuration, Healing, Necromancy
| X
| The Power Field property can also destroy your Hit Locations
| Needs to breathe Can't survive the vacuum of space without a void suit
| HEART
| -
| Evocation (Prismatic or Reality Flavored), Divination, Enchantment, Illusion, Transmutation
| E | Losing Resolve deals an equal amount of Energy wounds Deals an amount of E wounds equal to 1/10ths of the roll (round down) when rolling for Psychic Phenomena or Perils of the Warp Orgone Weapons deal +1k1 Damage
| Being exposed to the raw energies of the Warp causes 1 E Damage per round. Psychic Phenomena deals 1/10 of the roll as E damage When rolling against Perils of the Warp, add +10. |
*Any effect, damage, terrain or spell not cited here can be considered as part of one or more weakness at the SM's discretion.
Superlative Constitution: A Reploid doesn't suffer Critical Damage like others. It's extremely difficult to kill one. Even critical damage won't necessarily kill them. Each of their limbs tracks critical damage separately. They do not use the Critical charts for damage, but at 5 critical damage the limb is destroyed. If the damage is to the gizzards, where their Pyros Reactor is located, the Reploid is killed. Other limbs being destroyed merely results in the loss of said limb. If the Body or Head is destroyed, the Reploid is knocked unconscious until he is repaired. Resource Stat: Pyros: Reploids regain one Pyros per hour as their internal reservoirs of magical essence generate power. They can hold Pyros equal to three times their Generation. Generation | Power Gained * Arcane Integration - Pick a Magic School and gain a Rank in it. You can buy Ranks and you gain the Spell Book Feat on that school on every Level as if it was always on your class track. You can also spend 1 Pyros to cast any spell you have from that school without causing Psychic Phenomena or Perils of the Warp. ** Combat Gear - A Reploids can integrate a number of weapons into his body equal to his Generation. These weapons are effectively concealed and can't be found by a normal search. He can draw them as a free action. *** Ability Gear - A Reploid may spend Pyros to increase a characteristic by +1 for skill and characteristic tests, spending 1 Pyros for every +1 bonus. This bonus lasts only for one test or one round, whichever is longer. **** Absorbtion Chain - Pick one of the 8 Elements as seen in the Weakness Chain. Whenever a Reploid suffers damage from a source that qualifies for said Element, they recover 1 spent Pyros for every hit point they lose from that attack and 2 raises to Saving Throws caused by them, in cases involving Difficult Terrain, count it as Regular Terrain. ***** Gear Overdrive - A Reploid may assume a massively powerful and deadly form. For one scene per day, the Reploid doubles his size and gains +3 dots to all physical characteristics. Integrated weapons deal an additional +1k1 damage because of their increased size. Reploid Metal Frame Assets X-Metal: The X-Metal Frame is highly addaptative, made to work well on most situations and remove some of the flaws of more specialized models. Replace the Weakness Chain Power with Dormant Potential: All of your characteristics are capped by 2 + Half your Generation Rounded Up, if they would have it raised by other means (Like Character Creation points or Racial Bonuses), they can only use their total amount if they spend 1 Pyros to use them for 1 minute in game (or 5 Rounds in Combat). Sigma-Metal: Sigma-Metal Frame is focused on technology interfacing in addition to Arcane. If you are using Cypher Rules, pick a Cypher Field and gain 1 extra rank on it's related skill and a Focus. This skill can go up to 6. If you aren't, instead, Bionics take half the time to be installed and you count as always having access to the skilled labour and facilities to install them. Zero-Metal: The Zero-Metal Frame is focused on melee combat in addition to Arcane. Pick a Sword School during character creation, this gains a free rank and can be advanced as if part of your class progression and they can add their Power Stat to Damage Rolls. Axl-Metal: The Axl-Metal Frame is focused on ranged combat in addition to Arcane. Pick a Gunkata School during character creation, this gains a free rank and can be advanced as if part of your class progression and they can add their Power Stat to Attack Rolls. Vava-Metal: The Vava-Metal Frame is focused on tactical combat in addition to Arcane. Pick a Vehicle whose VP cost is equal or lower than your Level * 50. You can deploy it by spending Pyros at a rate of 1 per 50 VP cost. You can get a free 50 VP upgrade to your Vehicle every time you gain Generation or replace it with a new one under you current Level's limit. You can only have one vehicle setup to be summoned by this ability at a time. If it is destroyed, you can rebuild it just like you rebuild lost limbs under the Refitting power, at a rate of 1 Success necessary for each 50 VP cost. Colonel-Metal: The Colonel-Metal Frame is focused on squad combat in addition to Arcane. Create a Level 1 Construct type Spirit to help you in combat during character creation, and you can create one more of them to your squad per Level, to a total of 5. You have to spend 1 Pyros deploy each of them on a range up to your Speed * 2. They leave or become innactive after the combat scene ends. If they are destroyed, you can rebuild them just like you rebuild lost limbs under the Refitting power, at a rate of 1 per Success. Rock-Metal: The Rock-Metal Frame is focused on smart linking with a partneering robot. Create a Level 1 Construct type Spirit to help you in combat during character creation. That Spirit can be used to channel your Arcane Integration and spends your Pyros instead of it's Generic Resource when doing so. It can be improved every time you advance your Generation to make it's level match it. Roll-Metal: The Roll-Metal Frame is focused on social operations and public performance. When dealing with Social Combat, you can spend Pyros instead of taking Resolve Damage. When Stunting an action, you can spend 1 Pyros to repeat the result of one of your dies instead of rolling a new one. Blues-Metal: The Blues-Metal Frame is based on the first prototypes of the Reploids. They have way more power potential than other models, but their unrefined frames makes them extra vulnerable. Start with 2 Weaknesses from the Weakness chain and instead of gaining the Absorbtion Chain at Generation 4, you remove one of your weaknesses. In exchange, you generate double the amount of Pyros per hour and can spend double the regular amount of Pyros per turn. Forte-Metal: The Forte-Metal Frame is focused on channeling the forces of the warp to increase performance. In combat, they can cause Psychic Phenomena to happen as a free action and recover 1 Pyros. When using a spell from their Arcane Integration, they regain 1 Pyros every time they trigger Psychic Phenomena or Perils of the Warp. Duo-Metal: The Duo-Metal Frame is a special order of frames made specifically to hunt down and stabilize warp influence. Similar to a Blank, as a free action you may spend 1 Pyros to activate an Anti-magic Aura centered on The Reploid with a radius of 10m, it lasts 2 round per Generation. Focus Power checks suffer a -1k1 penalty and rolls on the Psychic Phenomena and Perils of the Warp tables are at a -5 to a minimum of 1. Increase these to -2k2 and -10 at Generation 3, -3k3 and -15 at Generation 5.
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Post by GuardianTempest on Aug 11, 2022 7:13:41 GMT -6
Paranoia Agent, Discordant and now this. You've been really churning these out. You know you don't have to force yourself to make homebrew to fit in, right? This place is plenty active enough. Months (if not years) passed between Moigno and my previous Exaltation. Anyway, this looks like a job for Traskus (or was it scrapyarddragon? I can't remember). I think he's the resident Mega Man nerd. I don't think Void, Metal and Heart are "Basic" elements. Dragonblooded needed an asset just to access the "adamic" elements. You could add them to an asset that leaves the Reploid vulnerable to rarer elements. Or, make their effects more debilitating so the player would have to decide if they want a more common weaker element or risk against a rarer harsher element. Also, for weakness chain, in addition to adding +2k1 to incoming damage, you could also make certain associated properties harder to resist/have more of an effect like adding +10 to the TN or increasing the multiplier. I understand what you're going for but making the triggers mostly narrative would cause SMs to have inconsistent implementations. Here's a mockup, don't implement it just yet—this is just an example. Also, instead of +2k1 damage, you could change it to something on the player's end so there's no calculation nightmare if an elemental grenades hits a Reploid and a non-Reploid. How about -1 Resilience? Or bypasses Armor/Aura? Air: Elemental Shot (Aero), -2k1 when resisting Shocking, falling deals extra wounds equal to your Size, dodging your attacks doesn't take a reaction action Earth: Elemental Shot (Geo), add +1 to the Blast rating for the purposes of hitting you, parrying your attacks doesn't take a reaction action Fire: Elemental Shot (Fire), -10 when rolling the Fire condition and the Flame property Water: Elemental Shot (Aqua), Elemental Shot (Ice), liquid-based Difficult terrain is treated as Arduous, suffers from suffocation underwater Wood: Can be affected by poison and disease, -10 when rolling against drugs and the Toxic property, Toxic deals 3 additional wounds instead of 1 Metal: Double Penetration against you, Tearing deals a minimum of 2 wounds instead of 1, Felling reduces Resilience by 2 instead of 1 Void: The Power Field property can also destroy your Hit Locations, Elemental Shot (Holy), needs to breathe, can't survive the vacuum of space without a void suit Heart: Losing Resolve deals an equal amount of Energy wounds, Psychic Phenomena deals an amount of E damage equal to 1/10ths of the roll (round down) I don't know where to squeeze "+10 to the TN of a spell's saving throw" You should link to the Cypher Rules as not everyone is immediately familiar with them. Vava-Metal: How much Pyros? And could you change your vehicle pick? Colonel-Metal: Did you mean pick from the Bestiary? Would you allow picking homebrew monsters? Other homebrew exaltations use the Spirit Creation Rules if you want it to be custom, although they only get 1 that grows in power as opposed to yours getting more numbers. Further inspiration - Promethean classes: Robot Master, Transhumanist (I think they're also inspired by Mega Man) Lastly, I recognize that art style! That's from the guy who made concept art for Cortex Command! What a cool game, but it seems the devs gave up on it.
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Post by Amanojyaku on Aug 11, 2022 7:27:03 GMT -6
Can't buy spells individually; one comes with the rank of the school you just bought. Spell Book feat doesn't care about your class progression, only that you have ranks in the school in question.
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Post by berserkx33 on Aug 11, 2022 10:51:05 GMT -6
Can't buy spells individually; one comes with the rank of the school you just bought. Spell Book feat doesn't care about your class progression, only that you have ranks in the school in question. I will fix it so.
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Post by berserkx33 on Aug 11, 2022 11:11:43 GMT -6
OK, that was actually wonderful feedback. Paranoia Agent, Discordant and now this. You've been really churning these out. You know you don't have to force yourself to make homebrew to fit in, right? This place is plenty active enough. Months (if not years) passed between Moigno and my previous Exaltation. Sorry for being spammy with those, I just decided to finish the few concepts I had lying around when I first started, now that I'm playing DtD, to check how they would actually work. I'm planning on creating a sheetmaker/database combo with all of the stuff in here, so I've been reading a lot and getting the creative fluids flowing. NEAT Yeah, the idea of making them more debilitating makes it closer to my intent. I planned on that but was unsure how to pull it properly. Since you gave me a good idea, I think I will use your's. I wanted to give the 8 by default as 8 is the regular number of the weakness chain in Mega Man. This one I loved. It is honestly way more concrete than whatever I had in mind because I'm getting refamiliarized with the effects. If I don't use it, it will be something pretty close to it. Oh yeah, I completely forgot, that is what happens when you write stuff 3AM. LOL Good question, at first I thought about 1 per deployment, but I think it will be 1 per 50 cost for each deployment. Also, yeah, you can get better vehicles as you level up, I will change the text to reflect that. Oh yeah, the Bestiary. That is what I wanted to say, thanks. I prefer Level 1 monsters over Spirits mainly because the idea is to have a small squad instead of having an ally that grows stronger with you. Also, mostly because the idea is for them to be replaceable mooks, and certain LVL3 or above enemies get some stupid combo potential. I should put a rule for fixing/replacing them when out of combat too. The idea for this asset is based on the Colonel.exe Unison special ability. Now that I think about it, I could take a cue from the Overlord Exalt and make it use Minion Rules in a similar manner. Thanks, I will take a look. Oh, I didn't know that, I got it from AndroidArts: www.androidarts.com/mml/reaverbot_legends.htm
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Post by GuardianTempest on Aug 12, 2022 10:00:19 GMT -6
Hmmm, I could use this to stat the Murder Drones. Sorry for being spammy with those, I just decided to finish the few concepts I had lying around when I first started, now that I'm playing DtD, to check how they would actually work. I'm planning on creating a sheetmaker/database combo with all of the stuff in here, so I've been reading a lot and getting the creative fluids flowing. Oh, you had these in wait? That's neat. I was worried you were coming up with these from scratch. Understandable. Right, just don't go overboard. Hmm, one idea to consider is including what the element symbolizes as well. Like a weakness to earth means having -2k1 in opposed tests (because earth is a hard, stubborn element). Something something Iroh speech from avatar. Great idea. Also, my suggestion was less "copy what they did" and more "Use only Level 1 spirits", the granularity would help with player customization but that's my opinion. Hmm, maybe one idea is converting defeated enemies if their Level is equal or less than your Generation. I know, that's where he also posted his concept arts...what's left of them. Further nitpicking: I think the assets should say "in addition to" instead of "instead of just"; and it makes better grammatical sense to say "the Arcane" instead of just Arcane. Also, for Vava-Metal (what a weird name lol), what do you pay when changing between vehicles? Still Pyros? Or XP for revision? Actually, what do you mean "change vehicles as you level up"? Not gonna lie, I'm a little confused by the grammar. The wording implies you either get a new vehicle (which means free materials) or the vehicle gets a new form (which would be a calculative nightmare because of different stat distributions). Actually, could you freely change vehicles mid-session as long as you pay for it? Like, the vehicles you pick isn't permanent? I could use some clarification.
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Post by berserkx33 on Aug 12, 2022 12:00:31 GMT -6
Hmmm, I could use this to stat the Murder Drones. Sorry for being spammy with those, I just decided to finish the few concepts I had lying around when I first started, now that I'm playing DtD, to check how they would actually work. I'm planning on creating a sheetmaker/database combo with all of the stuff in here, so I've been reading a lot and getting the creative fluids flowing. Oh, you had these in wait? That's neat. I was worried you were coming up with these from scratch. Understandable. Right, just don't go overboard. Hmm, one idea to consider is including what the element symbolizes as well. Like a weakness to earth means having -2k1 in opposed tests (because earth is a hard, stubborn element). Something something Iroh speech from avatar. Great idea. Also, my suggestion was less "copy what they did" and more "Use only Level 1 spirits", the granularity would help with player customization but that's my opinion. Hmm, maybe one idea is converting defeated enemies if their Level is equal or less than your Generation. I know, that's where he also posted his concept arts...what's left of them. Further nitpicking: I think the assets should say "in addition to" instead of "instead of just"; and it makes better grammatical sense to say "the Arcane" instead of just Arcane. Also, for Vava-Metal (what a weird name lol), what do you pay when changing between vehicles? Still Pyros? Or XP for revision? Actually, what do you mean "change vehicles as you level up"? Not gonna lie, I'm a little confused by the grammar. The wording implies you either get a new vehicle (which means free materials) or the vehicle gets a new form (which would be a calculative nightmare because of different stat distributions). Actually, could you freely change vehicles mid-session as long as you pay for it? Like, the vehicles you pick isn't permanent? I could use some clarification. Did some changes based on the feedback, see if you like them.
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Post by ScrapyardDragon on Aug 12, 2022 17:21:57 GMT -6
Man here is having axl be the gun one instead of having x do that and making axl-metal be a gimmicky enemy-copy thing. for shame. Also, arcane integration being a 1-point free level-5 spell with no risks is some overkill.
Aside from that, I kind of think that having you choose the WEAKNESS instead of picking an elemental BOON (that just happens to also have the weakness effect attached to it) is going about it the wrong way because as-is, I don't see why you wouldn't always just pick the weakness that you know simply isn't going to come up 9 times out of 10.
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Post by berserkx33 on Aug 12, 2022 18:24:45 GMT -6
Man here is having axl be the gun one instead of having x do that and making axl-metal be a gimmicky enemy-copy thing. for shame. Also, arcane integration being a 1-point free level-5 spell with no risks is some overkill. Aside from that, I kind of think that having you choose the WEAKNESS instead of picking an elemental BOON (that just happens to also have the weakness effect attached to it) is going about it the wrong way because as-is, I don't see why you wouldn't always just pick the weakness that you know simply isn't going to come up 9 times out of 10. LMAO yeah, the Axl thing was mostly because it would be a rules nightmare to add the transformation feat on top of the system, so I decided to give him the Weapon Specialist role he had on MMX8, since I lacked a Weapon Specialist asset. Maybe add an extra one for Lumine-Metal (I plan on adding some extra ones in the future).
The elemental weakness being a pick one thing is mainly because in the Megaman series Elemental Weaknesses aren't set in stone, so a ton of them get some pretty random combinations (Like Fire and Ice rotating on who is weak to who, Lightning getting nonsence combinations all of the time, Metal appearing multiple times in a single chain, or shit like Metal being weak to itself). So picking a set Weakness and Boon combo for each of them would make certain characters in the series impossible to adapt, and would also distract from the way more interesting customization options you find directly into the Classes and Schools (That actually fit the character concepts). So I decided to go for the Pick a Weakness choice, and added the buff for the 4th effect as a reward for making the character grow to that level.
Also, outside of VOID, all of the other elements are extremely common types of damage. VOID is the one your SM has to put you in space or against high level NPCs to fuck you up well, but just the need to Breath and the weakness to Power Fields already makes up for it, as those are extremely common choices for terrain based obstacles.
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Post by GuardianTempest on Aug 12, 2022 20:08:41 GMT -6
To be fair Weakness Chain replaces Disquiet, a drawback power with no upsides. berserkx33 What do you mean by Save rolls? Saving throws? Tests to avoid something? DtD only uses Saving Throws for spells. Also, 2 checks means -10 and the wording implies you get that in addition to the properties listed so you could end up with a -20 penalty when resisting Toxic or something. Grammatical nitpick: don't say +2 checks, say 2 checks — it's not a resource to be gained I'll have more to say after a road trip
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Post by berserkx33 on Aug 12, 2022 20:16:38 GMT -6
To be fair Weakness Chain replaces Disquiet, a drawback power with no upsides. berserkx33 What do you mean by Save rolls? Saving throws? Tests to avoid something? DtD only uses Saving Throws for spells. Also, 2 checks means -10 and the wording implies you get that in addition to the properties listed so you could end up with a -20 penalty when resisting Toxic or something. Grammatical nitpick: don't say +2 checks, say 2 checks — it's not a resource to be gained I'll have more to say after a road trip Oh thanks, I will make the wording clearer for sure.
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Post by GuardianTempest on Aug 13, 2022 9:26:57 GMT -6
...woah, weakness chain got even bigger. I understand what you're going for but that's a lot of bloat. I don't think I've seen any ability take up as much space. (Dragonblooded's Quickening was squished so it has the illusion of space). I think you don't have to include homebrew magic schools. You don't need to use all available homebrew, only the ones that are necessary. There's no guarantee that player groups have the knowledge or the willingness to use everything in here. You know how the Vampire exaltation has a sidebar for The Embrace? It's the option is there but only if the players want it. My suggestion is to put all homebrew stuff, both magic schools and weapon properties, into its own sidebar for those who play with a lot of homebrew (like us). Not only would it segregate extra homebrew, it would also clean up the page. Weakness Chain: A Reploid's arcane connection requires them to attune to basic forces of the universe in such a way that they can't be considered separated from them, being vulnerable to forces antithetical to their core. During character creation, pick one of the 8 elements below as your weakness. Attacks with the listed Elemental Shots deal +1k1 damage. Spells from listed sources deal +2k1 when applicable and you have two checks on their saving throws. Evocation spells are Void by default unless they fit another element (e.g. Battering Ram is Earth, Lightning Ring is Air, Reality Maelstrom is Heart). Lastly, you are subject to various tertiary penalties detailed in the element's entry. Air: Elemental Shots (Aero) or (Bolt), air and electricity-based spells, -10 when rolling against Shocking, falling deals extra wounds equal to your Size, dodging your attacks doesn't take a reaction action Earth: Elemental Shot (Geo), earth and force-based spells, add +1 to the Blast rating for the purposes of hitting you, parrying your attacks doesn't take a reaction action, you have a check on all opposed tests Fire: Elemental Shot (Fire), fire and explosion-based spells, -10 when rolling against the Fire Condition and the Flame property, Overheat deals +1k1 damage, terrain with overtly high temperatures (like the inside of a burning building) deals 1 wound every round; Water: Elemental Shot (Aqua) or (Ice), water and ice-based spells, liquid-based Difficult terrain is treated as Arduous, suffers from suffocation underwater Wood: Can be affected by poison and disease, has two checks when rolling against drugs and the Toxic property, Toxic deals 3 additional wounds instead of 1, nature-based Difficult terrain is treated as Arduous Metal: Double Penetration of incoming attacks, Tearing property and Rending damage deals a minimum of 2 wounds instead of 1, Felling reduces Size by 2 instead of 1 (minimum of 1) for damage calculation Void: Elemental Shot (Holy) or (Gravity), Power Field property also affects your Hit Locations, needs to breathe and can't survive the vacuum of space without a void suit, Abjuration, Conjuration, Healing, Necromancy Heart: Losing Resolve deals an equal amount of E wounds, Psychic Phenomena deals E wounds equal to 1/10th of the roll (round down), +1k1 damage from weapons with Orgone Array, Divination, Enchantment, Illusion, Transmutation, warp-based and numerically random spells HOMEBREW MAGIC SCHOOLS (2 Checks on Saving Throws and +2k1 Damage when applicable) Air: Aerokinesis, Fulmination Earth: Geokinesis Fire: Pyromancy Water: Cryokinesis, Hydromancy Wood: Entomancy, Toxigenesis, Botanopathy, Biomancy, Epulaturgy, Gastromancy Metal: Technomancy, Ferrokinesis, Reinforcement, Gladiotheurgy Void: Abjuration, Conjuration, Healing, Necromancy, Luxotheurgy, Chronomancy, Telekinesis, Theosophy, Umbratheurgy, Photokinesis, Nihilikinesis Heart: Divination, Enchantment, Illusion, Transmutation, Hypnothaumy, Canormagia, Daemonology, Inspiration, Dracosophy, Wyrding, Lexitheurgy, Astronavigation *Any school not cited here can be considered as part of one or more weakness at the SM's discretion. **At SM's discretion, certain spells may fit an element better despite being listed under another
Not gonna lie, rewording this is hell. I'm STILL not satisfied with this. One more thing: When I wrote the damage for Heart, what I meant was "deals an amount of E damage equal to 1/10ths of the roll (round down)", because otherwise it would almost never deal damage unless you're also a Halfling. Another thing: Arcane Integration's current wording implies you only get Spell Book once at that's it. Is the intended effect you get two Level 1 spells? Is it meant to give you two spells per rank? Or are you supposed to be able to buy Spell Book whenever?
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Post by berserkx33 on Aug 13, 2022 16:43:34 GMT -6
...woah, weakness chain got even bigger. I understand what you're going for but that's a lot of bloat. I don't think I've seen any ability take up as much space. (Dragonblooded's Quickening was squished so it has the illusion of space). I think you don't have to include homebrew magic schools. You don't need to use all available homebrew, only the ones that are necessary. There's no guarantee that player groups have the knowledge or the willingness to use everything in here. You know how the Vampire exaltation has a sidebar for The Embrace? It's the option is there but only if the players want it. My suggestion is to put all homebrew stuff, both magic schools and weapon properties, into its own sidebar for those who play with a lot of homebrew (like us). Not only would it segregate extra homebrew, it would also clean up the page. Weakness Chain: A Reploid's arcane connection requires them to attune to basic forces of the universe in such a way that they can't be considered separated from them, being vulnerable to forces antithetical to their core. During character creation, pick one of the 8 elements below as your weakness. Attacks with the listed Elemental Shots deal +1k1 damage. Spells from listed sources deal +2k1 when applicable and you have two checks on their saving throws. Evocation spells are Void by default unless they fit another element (e.g. Battering Ram is Earth, Lightning Ring is Air, Reality Maelstrom is Heart). Lastly, you are subject to various tertiary penalties detailed in the element's entry. Air: Elemental Shots (Aero) or (Bolt), air and electricity-based spells, -10 when rolling against Shocking, falling deals extra wounds equal to your Size, dodging your attacks doesn't take a reaction action Earth: Elemental Shot (Geo), earth and force-based spells, add +1 to the Blast rating for the purposes of hitting you, parrying your attacks doesn't take a reaction action, you have a check on all opposed tests Fire: Elemental Shot (Fire), fire and explosion-based spells, -10 when rolling against the Fire Condition and the Flame property, Overheat deals +1k1 damage, terrain with overtly high temperatures (like the inside of a burning building) deals 1 wound every round; Water: Elemental Shot (Aqua) or (Ice), water and ice-based spells, liquid-based Difficult terrain is treated as Arduous, suffers from suffocation underwater Wood: Can be affected by poison and disease, has two checks when rolling against drugs and the Toxic property, Toxic deals 3 additional wounds instead of 1, nature-based Difficult terrain is treated as Arduous Metal: Double Penetration of incoming attacks, Tearing property and Rending damage deals a minimum of 2 wounds instead of 1, Felling reduces Size by 2 instead of 1 (minimum of 1) for damage calculation Void: Elemental Shot (Holy) or (Gravity), Power Field property also affects your Hit Locations, needs to breathe and can't survive the vacuum of space without a void suit, Abjuration, Conjuration, Healing, Necromancy Heart: Losing Resolve deals an equal amount of E wounds, Psychic Phenomena deals E wounds equal to 1/10th of the roll (round down), +1k1 damage from weapons with Orgone Array, Divination, Enchantment, Illusion, Transmutation, warp-based and numerically random spells HOMEBREW MAGIC SCHOOLS (2 Checks on Saving Throws and +2k1 Damage when applicable) Air: Aerokinesis, Fulmination Earth: Geokinesis Fire: Pyromancy Water: Cryokinesis, Hydromancy Wood: Entomancy, Toxigenesis, Botanopathy, Biomancy, Epulaturgy, Gastromancy Metal: Technomancy, Ferrokinesis, Reinforcement, Gladiotheurgy Void: Abjuration, Conjuration, Healing, Necromancy, Luxotheurgy, Chronomancy, Telekinesis, Theosophy, Umbratheurgy, Photokinesis, Nihilikinesis Heart: Divination, Enchantment, Illusion, Transmutation, Hypnothaumy, Canormagia, Daemonology, Inspiration, Dracosophy, Wyrding, Lexitheurgy, Astronavigation *Any school not cited here can be considered as part of one or more weakness at the SM's discretion. **At SM's discretion, certain spells may fit an element better despite being listed under another
Not gonna lie, rewording this is hell. I'm STILL not satisfied with this. One more thing: When I wrote the damage for Heart, what I meant was "deals an amount of E damage equal to 1/10ths of the roll (round down)", because otherwise it would almost never deal damage unless you're also a Halfling. Another thing: Arcane Integration's current wording implies you only get Spell Book once at that's it. Is the intended effect you get two Level 1 spells? Is it meant to give you two spells per rank? Or are you supposed to be able to buy Spell Book whenever? See if the table makes it better.
Also, fixed the wording on Arcana Integration.
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Post by GuardianTempest on Aug 13, 2022 16:45:40 GMT -6
One more thing: When I wrote the damage for Heart, what I meant was "deals an amount of E damage equal to 1/10ths of the roll (round down)", because otherwise it would almost never deal damage unless you're also a Halfling. I MEANT WOUNDS WOOOOUUUUNDS EDIT: My tip is to not use the BBCode preview because that screws up the formatting (I use a post in the General Chat thread for previews). Also, here's a prettier-looking code for a table. Another suggestion would be to move some of the explanation to the Weakness Chain and spruce up the table. Element | Elemental Shot | Magic School | Damage Type | Effects | Environmental | AIR | Aero Bolt | Evocation (Air or Shock-based) | | -2k1 when resisting Shocking
Dodging your attacks doesn't take a reaction | Falling deals more extra equal to your Size | EARTH | Geo | Evocation (Earth or Force-based) | | +1 to the Blast rating for the purposes of hitting you
Parrying your attacks doesn't take a reaction
Get a check on opposed tests | |
[table style="margin:0 auto;"][tr style="background-color:#dbdbdb"][td style="border:1px solid;padding:5px;"][b]Name[/b][/td] [td style="border:1px solid;padding:5px;"][b]Type[/b][/td] [td style="border:1px solid;padding:5px;"][b]Damage[/b][/td] [td style="border:1px solid;padding:5px;"][b]Pen[/b][/td] [td style="border:1px solid;padding:5px;"][b]ROF[/b][/td] [td style="border:1px solid;padding:5px;"][b]Range[/b][/td] [td style="border:1px solid;padding:5px;"][b]Clip[/b][/td] [td style="border:1px solid;padding:5px;"][b]Reload[/b][/td] [td style="border:1px solid;padding:5px;"][b]Avail[/b][/td] [td style="border:1px solid;padding:5px;"][b]Special[/b][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr][/table]
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Post by berserkx33 on Aug 13, 2022 19:49:34 GMT -6
One more thing: When I wrote the damage for Heart, what I meant was "deals an amount of E damage equal to 1/10ths of the roll (round down)", because otherwise it would almost never deal damage unless you're also a Halfling. I MEANT WOUNDS WOOOOUUUUNDS EDIT: My tip is to not use the BBCode preview because that screws up the formatting (I use a post in the General Chat thread for previews). Also, here's a prettier-looking code for a table. Another suggestion would be to move some of the explanation to the Weakness Chain and spruce up the table. Element | Elemental Shot | Magic School | Damage Type | Effects | Environmental | AIR | Aero Bolt | Evocation (Air or Shock-based) |
| -2k1 when resisting Shocking
Dodging your attacks doesn't take a reaction | Falling deals more extra equal to your Size | EARTH | Geo | Evocation (Earth or Force-based) |
| +1 to the Blast rating for the purposes of hitting you
Parrying your attacks doesn't take a reaction
Get a check on opposed tests |
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[table style="margin:0 auto;"][tr style="background-color:#dbdbdb"][td style="border:1px solid;padding:5px;"][b]Name[/b][/td] [td style="border:1px solid;padding:5px;"][b]Type[/b][/td] [td style="border:1px solid;padding:5px;"][b]Damage[/b][/td] [td style="border:1px solid;padding:5px;"][b]Pen[/b][/td] [td style="border:1px solid;padding:5px;"][b]ROF[/b][/td] [td style="border:1px solid;padding:5px;"][b]Range[/b][/td] [td style="border:1px solid;padding:5px;"][b]Clip[/b][/td] [td style="border:1px solid;padding:5px;"][b]Reload[/b][/td] [td style="border:1px solid;padding:5px;"][b]Avail[/b][/td] [td style="border:1px solid;padding:5px;"][b]Special[/b][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr]
[tr][td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td] [td style="border:1px solid;padding:5px;"][/td][/tr][/table]
DONE!!!!!!
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