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Post by berserkx33 on Sept 22, 2022 16:15:40 GMT -6
Profound Still was originally from Abjuration (homebrew). As for me my worry is with Forte-Metal. It's essentially the Atlantean's Paradox power. I suppose it's better than the Daemonhost's Resonance at least. The Promethean can spend Pyros on powerful stuff especially with tlTranshuman Potential, but is balanced with relatively-slow resource gain. This is just a surface opinion, I'll need to see this in practice. Yeah, the general idea of the Blues and Forte Metals was to create something of a Risk Reward deal for the 2. In the case of Forte, it is the equivalent of Dark Energy from the classic series, that can corrupt the host and kill it. Maybe I can make it so it adds a +10 to any Psychic Phenomena roll.
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Post by GuardianTempest on Oct 10, 2022 2:52:46 GMT -6
Idea to balance Forte-Metal.
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.
This meants they can't instantly replenish their pyros in narrative time by chaining unlimited free actions.
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Post by berserkx33 on Oct 12, 2022 22:45:20 GMT -6
Idea to balance Forte-Metal. 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. This meants they can't instantly replenish their pyros in narrative time by chaining unlimited free actions. Perfect, I loved it.
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Post by Amanojyaku on Oct 12, 2022 23:06:54 GMT -6
If there's not going to be any secondary benefits, Zero and Axl can be combined into a single asset ("choose a sword school or gun kata"). If looking for possible secondary benefits... gun kata gets power stat to attack rolls, sword school gets it to damage rolls.
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Post by berserkx33 on Oct 14, 2022 12:06:18 GMT -6
If there's not going to be any secondary benefits, Zero and Axl can be combined into a single asset ("choose a sword school or gun kata"). If looking for possible secondary benefits... gun kata gets power stat to attack rolls, sword school gets it to damage rolls. Oh, that is actually a pretty good option. I'm currently thinking of a few more (Finally thinking of a way to add the transformation skill) assets to round out the whole deal.
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Post by GuardianTempest on Oct 29, 2022 5:51:26 GMT -6
berserkx33Sorry for nitpicking again, I want to point a few things out: - HEART: There's something missing in the effects column. 1/10ths of the wound from what roll? I think it may be overlapping with something but I'm not sure. Also, "Being exposed to the raw energies of the Warp causes 1 E wound per round." Per turn can get very finicky since it's dependent on the amount of combatants which can range from 2 to 10+; unless you intend it to be that way in which case please carry on. As for the transformation skill, what exactly did you have in mind? How do you imagine it to be used? The easiest solution would be giving Wild Shape and Improved Wild Shape feats, maybe also giving Nekomimi Mode at Generation 3. Alternatively, the ability to temporarily shift characteristic dots from one stat to another but that can get crazy fast.
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Post by berserkx33 on Oct 30, 2022 4:33:30 GMT -6
berserkx33 Sorry for nitpicking again, I want to point a few things out: - HEART: There's something missing in the effects column. 1/10ths of the wound from what roll? I think it may be overlapping with something but I'm not sure. Also, "Being exposed to the raw energies of the Warp causes 1 E wound per round." Per turn can get very finicky since it's dependent on the amount of combatants which can range from 2 to 10+; unless you intend it to be that way in which case please carry on. As for the transformation skill, what exactly did you have in mind? How do you imagine it to be used? The easiest solution would be giving Wild Shape and Improved Wild Shape feats, maybe also giving Nekomimi Mode at Generation 3. Alternatively, the ability to temporarily shift characteristic dots from one stat to another but that can get crazy fast. Oh, I fixed the Heart descriptions, I always forget that in DtD we call full turns Rounds so they don't get mixed with turns themselves. About the Transformation skill, you mean Gear Overdrive? It is just a carry on from the original Prometheam LVL 5 Power TBH, I like how it fit the overdrive modes of Bosses in the original series, so I've decided to keep it that way.
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Post by GuardianTempest on Oct 30, 2022 5:25:57 GMT -6
I'm currently thinking of a few more (Finally thinking of a way to add the transformation skill) assets to round out the whole deal. I meant this one, to me it seemed like you were planning on one more asset based around transformations.
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Post by berserkx33 on Oct 30, 2022 22:39:04 GMT -6
I'm currently thinking of a few more (Finally thinking of a way to add the transformation skill) assets to round out the whole deal. I meant this one, to me it seemed like you were planning on one more asset based around transformations. Oh, this one I'm still messing about, it is based on the boss cores I'm thinking about. They are still pretty rough ideas right now. Copy-Metal: The one that features Transformation as a gimmick, I'm trying to find a good way to balance Transformation with growth. My first idea was to replace the LVL1 Power with Holo-Replicator. Instead of a free choice, you start with both Transmutation and Illusion as schools. You gain bonuses to Stunts to make the the immitation more convincing and can replace your equipment with something of similar or lower rarity when transformed as long as it would make the transformation more convincing, like the target you are copying has a fire breath weapon, you can replace your Long Las with a Flamer. Devil-Metal: One based around being able to detach parts, forming Minions with them. The current idea is that you start with +2 to Size and as a Full Action you can lose 1 Size and create a Minion with Threat equal to your Generation. Every time you do that you lose use of 1 body part (except Gizzards, if it is the only part left, you can't create more Minions). Critical Damage is only counted on the Gizzards. Dark-Metal: Based around becoming stronger/faster/better/harder with less health. The main gimmick is that for every HP lost you gain +1k0 temp dice until you heal. You can add those temp dices to any roll, and they recharge every round. You can only add 1 dice per roll at Light Wounds, 2 dices at Heavy Wounds and 3 dices at Critical Wounds. Doku-Metal: Based around Set Swap. Every odd Generation you can create a new set with a new Weakness Chain and Arcane Integration (+Combat Gear Absorbtion Chain when reaching the appropriate Gens). Swapping in between sets take a Full Action. Replace Gear Overdrive with Triple Integration, where you can use the 3 sets at the same time while removing the Weakness Chain.
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Post by GuardianTempest on Oct 30, 2022 23:48:04 GMT -6
Don't go overboard with complexity. Devil-Metal is definitely out of the question. Minions generally suck so you're very likely to insta-die to a grenade. For Dark-Metal, you could get Death's Door and Critical Expertise. It's simpler and more consistent. Alternatively I suggest treating them as generic resource points and there's a hard limit on the amount that can be given at once. For Doku-Metal, you could instead make it work like the dragon-blooded's Blood of Tiamat. Plus, swapping Arcane Integration's spell schools becomes a whole boatloat of bookkeeping because spells have a lot more interconnected parts. What happens to spell combos? For Copy-Metal, give Master of Disguise. Maybe spend Pyros to copy the weapon profile of whatever is used on you, using Inheritance as a guideline?
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Post by berserkx33 on Oct 31, 2022 11:10:30 GMT -6
Don't go overboard with complexity. Devil-Metal is definitely out of the question. Minions generally suck so you're very likely to insta-die to a grenade. For Dark-Metal, you could get Death's Door and Critical Expertise. It's simpler and more consistent. Alternatively I suggest treating them as generic resource points and there's a hard limit on the amount that can be given at once. For Doku-Metal, you could instead make it work like the dragon-blooded's Blood of Tiamat. Plus, swapping Arcane Integration's spell schools becomes a whole boatloat of bookkeeping because spells have a lot more interconnected parts. What happens to spell combos? For Copy-Metal, give Master of Disguise. Maybe spend Pyros to copy the weapon profile of whatever is used on you, using Inheritance as a guideline? Good ideas, I will take some notes.
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Post by Divergent Reality on Oct 31, 2022 12:22:53 GMT -6
You have 96 combinations of Reploid with Weakness Chain and assets (or no asset), 10,368 possible combinations when you include races.
I think you have enough choices to pick from.
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Post by ScrapyardDragon on Jun 27, 2023 1:06:28 GMT -6
You messed up the title bar; it says prometheam instead of promethean.
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Post by GuardianTempest on Jun 28, 2023 3:43:02 GMT -6
It's just a one letter typo. I suppose there's no harm in fixing it myself.
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Post by GuardianTempest on Feb 8, 2024 21:01:55 GMT -6
Another user thinks that this exaltation is worse than the Promethean because it changes so few and trades the manageable -2k1 to social tests in favor of a glaring weakspot. I suggest replacing Gear Overdrive with another power. My initial idea was "spend XP to copy an exaltation power" for Mega-manning but that's OP in the long-term so here's another idea. Gear Overdrive: A Reploid may unleash their full power output to deadly effect. For one scene per day, the Reploid gains +3k3 to Focus Power tests and adds +1k1 to the damage of his spells. At the beginning of each round, he also deals 3k2 E damage to everything within 5m including himself because of the coruscating radiation no longer held back. Weakness Chain and Absorption Chain doesn't apply to this damage. I'll replace the energy aura with something like deal crit damage to self on activation, I'll add it later. Maybe. That should make this exaltation have 4 mechanical changes, which is the average in alternate exaltations. I also have a few ideas on how to make the assets more distinct from each other. 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. When using a special attack, you may spend Pyros to add extra advantages which do not require restrictions, with a total cost equal to twice the Pyros spent. These advantages must either be universal or from existing Sword School ranks.
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. When using a trick shot, you may spend Pyros to apply compatible weapon mods to the weapon used, with a total cost equal to the amount of Pyros spent. These weapon mods must not have a negative cost and last until the end of the turn. I also have an idea for an asset or a 5th mechanical change (which would replace Combat Gear). Maybe you could combine both into an asset that replaces Combat Gear when you reach Generation 2. Unnamed effectGain the Improvisational Magic feat, which you can use by spending 1 Pyros instead of a Hero Point. If you spent a Hero Point for Improvisational Magic, the spell's level can be equal to the highest magic school rank you possess, and the Focus Power test to cast it uses your Generation instead of the spell's magic school. Miscellaneous feedback: Damage is different from wounds, Heart's "1 E damage per round" is negligible since most characters start with at least 2 Resilience. Perhaps you can change it to 1 E wound instead. Also, I realize that Duo-Metal can interfere with your own spellcasting, is that intended? Grammatical suggestion: "Rolling for Psychic Phenomena or Perils of the Warp deals Energy wounds equal to 1/10th of the roll, round down." Further grammatical nitpicksRoll-Metal (grammatical nitpick edition): The Roll-Metal Frame is focused on social operations and public performance. During Social Combat, you can spend Pyros instead of Resolve to resist the effects of a social attack. While stunting, you can spend 1 Pyros to repeat the result of one of your dice 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 round.
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