The Coming of the Overman!

Moderator: Royal Guard

Author Message
weienw Level 8
Joined: Experience: 696
Class: Vagabond // Bard
Rupees: 545
TP: 0
Posted: Wed Jan 03, 2007 9:35 pm
As for your the name explaination, I'm positive that the name also comes from the final boss of Xenosaga, which was created to blind the eyes of God or something like that. Perhaps you did not know that when you made the name for your character, but it is the truth.
Um... what Zarathustra (Dylan) said about Zarathustra/Zoroaster being an old Iranian Prophet is correct. It's from this guy's name that Nietzche developed Also Spracht Zarathustra, after which were named Strauss' musical work, Lena Hades' pictures, and yes, the title of Xenosaga III.

From Wikipedia's Xenosaga III article:

Code: Select all

 Also sprach Zarathustra, literally "Thus spoke Zarathustra", is also the title of Friedrich Nietzsche's most famous work, which introduced the concept of the Übermensch and popularized the phrase "God is dead".
There you have it ^^.

Oh, and a question for both Isaac and the Angel of Death: when Isaac is "knocked out" or the Angel of Death is "sealed," what exactly do those mean? What's the difference between those, and, well, normal death? Does Isaac self-revive after the battle and/or after a period of time, whichever comes first? Or is there a special item, like a weird calcium ore, that'll sort of "phoenix potion" him back to life, that he carries on his person?

For Veldacus, I'm also curious: does Triple Slash basically mean a potential 5x DMG, assuming all three whacks hit? Is this a big MP cost?

It's sweet, anyway XD.
_________________
Arco

STR 2 - DEF 3 (+ Arm. 12) - AGI 6 - INT 3 - SPI 1 - SPL: 18 - HP: 31
AngleofDeath Level 1
Joined: Experience: 19
Rupees: 20
TP: 0
Posted: Wed Jan 03, 2007 9:41 pm
Well, by "Seal" it techinically means I can't die. If some opens the seal I can be brought back to where I was. However, I break it I start back from a screen(I will say what placec later.)
Taarvan Level 1
User avatar
Joined: Experience: 10
Class: Intelligent Lizard
Rupees: 11
TP: 0
Posted: Wed Jan 03, 2007 10:43 pm
OOC:
Zarathustra wrote:Angelofdeath, has done something that you all need to do and that is to list the MP costs of your abilities.
I probably should've realized you'd want that Dylan . . . oh well, whatever. My only MP based ability is that I can breathe fire, and that only uses MP when I use it to attack. Does 4 MP sound like a good price? And if so, any suggestions you can give on how much damage it would do? . . . And then, how much DMG would be done to creatures that would naturally have a resistance to fire (Water-based/Fire-based enemies) or a weakness to the blaze (Ice-based/Plant-based enemies)?

And since I hate doing posts that are solely OOC . . .

IC:
Taarvan senses the small Minish trailing behind him, and decides to allow the being to accompany him if that is its wish, provided it doesn't do something foolish like expose the Dinolfos to regular people. Giving the small being a short glance, he says just loudly enough to be heard, "Feel free to climb onto my shoulder if you wish." His tone is not rude, but leaves the distinct impression that he has no desire to begin a lengthy discussion with the Minish.
_________________
I shall regain my title of Nkidrazil!

Nkidrazil Taarvan
Body - 3, Mind - 6, Soul - 4
Combat - 5, Defense Value - 3
HP - 15, MP - 25
Lost in Hyrule Level 1
User avatar
Joined: Experience: 48
Class: Vagabond//Ranger
Rupees: 51
TP: 0
Posted: Fri Jan 05, 2007 6:26 am
duh, i forgot to post this earlier...

Kelari:

Stats:
HP: 3 * 5 = 15 MP: 6 * 5 = 30
Mind: 7(14 BP) Body: 2(4 BP) Soul: 5(10 BP)
Total Stats: 28 BP

Skills:
L1 Climbing(2 BP)
L4 Languages(8 BP)
L2 Thrown Weapons(6 BP)
L2 Wilderness Tracking(6BP)
Total Skills: 22 BP

BP TOTAL: 50 BP

Abilities:
Teleport: For every 2 MP, 1 can be added to any physical challenge(such as jumping or climbing). (i.e. Kelari jumps a chasm. DC is 6. He uses 6 MP to add three on to the DC, making it 9. Now, the jump is simpler)
Assist: Half of 1d6(rounded up) is added to an allies physical challenge. (i.e. Ally tries to dodge enemy attack. DC is 4. Ally fails. Kelari uses Assist, and rolls a 4. Half is 2. Ally tries again. This time DC is 6.)
Pico-Bloom: A single bottle of pico-lyte is produced. When it is produced, it has to be detirmined if it will heal HP or MP. The pico-lyte recovers 10 points in whatever category it is assigned.
Happy Energy: Joy or high morale among those surrounding Kelari will boost Kelari's stats.(Don't know how to make this one work, yet)

Stat Mods:
Body:
Due to his light frame, Kelari receives a penalty to all physical attacks.(ranged attacks are not included)
Due to his light frame, Kelari is very nimble and agile, giving a bonus to his dodges and jumps.
Mind:
Kelari has good mental capabilities, allowing him to solve puzzles and memorize facts. Given some time, he can also track through rural and wilderness settings.(the clues are much harder to see when your hundreds of times bigger)
Soul:
Kelari is naturally caring, allowing him to bond with other characters if they are open.
Kelari is slightly frightened by imposing beings, but he can ignore his fear if the being is evil. His mission involves the fighting of evil, so he denies himself for this purpose.
Since he has wandered alone for most of his life, Kelari if very timid and shy. He opens up if others begin the process, but until this happens, he usually hangs back, observing the personalities of others. He also is able to sense evil in the beings around him, if it exists.
Kelari can piece bits of a character's history together by comparing his nature and the presence or lack of evil.
_________________
<a href="viewtopic.php?t=3592">Goncorgoro</a>

HP 31, SPL 5, Will 3
STR 8, DEF 15, AGI 3, INT 3, SPI 1

Goron Strength L3, Track L2, Unarmed Combat L1

Spirit of Dragonbane : +3 STR for 1 Round, 3 Round Cooldown
Zarathustra Level 1
User avatar
Joined: Experience: 25
Rupees: 134
TP: 0
Posted: Fri Jan 05, 2007 3:09 pm
Hello again, sorry about the delay, my girlfriend kept me busy all day yesterday. Ok. So first things first some basic parameters for damage:

Long sword/Broadsword: 12
Bastard sword: 10
Short sword: 8
Dagger: 6
Club/mace: 10
Falling: 5 hp/meter fallen
Holding breath (for drowning/avoiding gas) (2X the number of rounds with breath held)/round

This way those of you who are carting 10 foot sword around have some concept of how you want them to work. A simple way to make your sword cooler would be to increase the damage. A cooler way would be to make it cause bleeding wounds (perhaps an salve on the blade that stops coagulation) and say something like “on a successful attack a living target is “bleeding” and suffers 1D4 damage per round for 1D4 rounds.” For those of you who want a club or mace to work more like they do in the “real world” work with parameters like stun, or ignoring armor. Which reminds me, armor stops 10 points of damage, simple. Some weapons (like whips) have low armor penetration and this causes armor to stop 10 more point of damage. Others, like crossbows, have cause it to stop ten less. So those of you who want armor, there you go.

Now lets get started on a character by character critique. Some of you need more work than others so don’t be offended if I do this quick. Most of the time I’ll try to make your character work, and then I’ll offer some ideas as to how I would have made the characters. Feel free to reject these suggestions. Other times I will request that you alter some things entirely, these points we’ll work on with the whole team. Generaly I will offer an alternate way for an ability to work, and then you will alter my altered form and then I adjust and it’ll be a good compromise. Everyone please feel free to chime in on all the characters.

Isaac, The Brute
Body-6 Combat Value-4
Soul-5 Defense Value-2
Mind-2

All of this seems kosher. I hope you understand that a 2 mind is, once again on par with a child. The adult average for all stats is 4, five being adept, 6 being genius, 7 being Olympian, 8 being super human. With a mind of 2 you must roll 2 or less on 2D6 to pass a mind check, and that’s hard. You might consider bumping this up a point or two.

HP-25 MP-15
Melee Attack (sword)-2
Melee Defense- (sword)1

Here I took the liberty of adding a specification on your abilities, seeing as your trained in the sword. This means in combat with a sword you get a +2 bonus to attack, and a +1 bonus to defense. If your unarmed or using an unfamiliar weapon, you loose these bonuses.

Powerlifting-1
Intimidation-1
I’m a fan of these, in good keeping with your character. Power lifting, specifically will allow you a +1 bonus to lifting gates/blocks/enemies. Intimidation is very keeping with your characters story. Nice.

Undeath(Can not die, unless defeated in special terms)
Endless Age
Fake Death(Can fake his own death)

These all make sense. I presume by fake death, he can look like a pile of bones. Good touch.

Fear the Living(Few men are not scared of a Staflos)

In crunchy terms you will cause a soul check in all enemies unfamiliar with dealing with Staflos, failure of soul check will cause a 2 point penalty in all affected targets to all their target numbers while in your presence. Now be prepared for this to work both ways! Are your fellow players affected? Or do you want this to be an ability you must activate? Either option is fine. If it affects allies too, I’ll give you 4BP. If you desire a more potent affect (such as a larger penalty and or penalty on the soul check) consider this option:

Inspire fear: Isaac can inspire fear in a target that is within close range (touching). By spending 5mp Isaac can blaze with a fearful aura causing all within close range to suffer a -2 soul check. Failure of this check will result in the target suffering a -3 to all target numbers as long as they remain in Isaac’s presence. In addition the target will lose 3mp Passing the check will result only in the loss of 5mp in the target.

Light Vulnerability(150% DMG taken to light attacks)
Makes perfect sense. My only question is, are you venerable to light, or just light “attacks?” Say you suffer a -1 to all target numbers while exposed to strong light, than I’ll give you another 2BP.

Nkidrazil Taarvan

STATS

Body - 3 (6 BP)
Mind - 6 (12 BP)
Soul - 4 (8 BP)
(26 BP Total)

Combat Value - 5
Defense Value - 3
HP - 15
MP - 25

SKILLS
L1 Urban Tracking (2 BP)
Why Urban tracking?
L1 Melee Defense (6 BP)
This one needs to be specified, armed (w/ the dagger) or unarmed.

SPECIAL ABILITIES

Ability: Fire Breath
-breathes fire at an enemy (duh) - uses MP
-may be used outside of battle to help stay warm, light fires, burn spiderwebs, etc. without MP cost

You asked specifically about damage on this one, and I think the most fun way would be to say you make a ranged attack of fire that does damage on a 1 to 1 basis for MP spent, ignoring armor and with an area of affect. This would allow you to make it flexible to the situation, but not make it overpowered. You could kill most fodder enemies instantly with a simple five point blast, or perform a damn near lethal blow on mid-bosses and such. As far as “elemental attribute” goes, enemies that can burn (wood in particular) will take more damage. Stone, or fire based enemies will take less. I will decide how much depending on the enemy and the RP that drives the action.

Ability: Environmental Aptitude
-can easily maneuver over difficult or unusual terrain, including lava pits, jagged cliffs, through blizzards, etc.

I doubt he has much experience with blizzards, but I like this one a lot. Generally this will work by raising your target numbers for agility (Body) tests.

Ability: Eye of Wisdom
-Taarvan may analyze an opponent and determine their fighting/elemental/etc. strengths and weaknesses, and communicate this information to his allies
-uses 1 turn
-if communicated to allies, opponent may choose to switch his style (Taarvan doesn't have telepathy, after all, the enemy can hear it too!)

Don’t expect me to always give you what you expect, but you can expect great benefits from this one. I will often do things like tell you about an opponent’s weapon, how it will work, etc. Or how the enemy seems to have chinks in their armor in X location. I don’t really like the whole “elemental attribute” thing, so that won’t come into play very often. Also you will be getting these hints though PM, and conveying them to the party yourself.

DISADVANTAGES

Defect: Cold-Blooded
-As a reptile, Taarvan's agility and reflexes are slowed when in cold regions
-Conversely, in hot regions, his abilities are enhanced, but not by nearly as much as the cold slows them down

Defect: Combat Minimalist
-Though he can wield the serpentine dagger, his preference to avoidance of fighting leads to him being weak offensively, and it is mostly used to ward off attacks
-Taarvan will choose to avoid combat if at all possible, and if he must fight will often hang out in the back of the melee
-Might annoy his allies a little . . .

Defect: Over-analysis
-though he has a sharp mind, he tends to over-think certain situations

All this is great. I have a great adoration for this character. NEXT!

Veldacus
Mind: 4 (8 BP)
Body: 2 (4 BP) WOAH! You have the agility, endurance, and strength of a 7 year old girl!
Soul: 6 (12 BP)
Total: 24 BP, 26 Remaining

Combat Value: 4
Defense Value: 2
Health Points: 20 took the liberty of bringing these up to standard
Magic Points: 25

Skills:

L2 Disguise (6 BP)
L3 Area Knowledge (9 BP) this needs to be specified, knowledge of what area? Hyrule castle? Guerudo Desert? The moon?
L1 Performing Arts (2 BP)
L1 Stealth (3 BP)
L2 Thrown Weapons (6 BP)
Totals: 26 BP

Abilities:

Ability: Sudden Death
Veldacus will use this perfected technique very rarely to match his odds against an enemy. If executed properly, the enemy will perish instantly (or will be greatly damaged, depending on level of foe), but if failed, Veldacus will lose all Health Points. Useful for regular enemies, but not recommended against a boss, as failure to execute is fatal.

This is a fun one. A vampirc sword perhaps? Why does this move cost all his HP if he fails? Just curious from a story stand point.

Ability: Triple Slash
During combat, Veldacus can summon a rare drive to perform an astonishing dual-wielded sword maneuver, followed up by a grand-slam from his larger sword. The first strikes deal damage as normal, while the third will deal triple.

Consumes MP. HOW MUCH!? Does is suffer a penalty to hit? Do both of the first strokes have to hit, and are rolled separately?

Ability: Rationale
Veldacus, over time, has become an ultimate thinker. He can find answers to problems, riddles, paths, and secrets with little effort. This makes him very useful in dungeons, conflicts and many other situations.

Don’t expect me to hand you solutions on a platter, just expect better hints though PM.

Woah this takes a lot more energy than I expected. I'll be back later with a couple more, including Phalanx!
_________________
I speak to you of the coming of the Overman...
Taarvan Level 1
User avatar
Joined: Experience: 10
Class: Intelligent Lizard
Rupees: 11
TP: 0
Posted: Fri Jan 05, 2007 4:16 pm
Zarathustra wrote:Why Urban tracking?
I wanted to focus on abilities that involve senses, and being able to track through urban areas falls into that category (unless you know something that I don't, which I'm sure you do :roll: ).
L1 Melee Defense (6 BP)
This one needs to be specified, armed (w/ the dagger) or unarmed.
Armed w/ the dagger, please.
Ability: Fire Breath
. . .
You asked specifically about damage on this one, and I think the most fun way would be to say you make a ranged attack of fire that does damage on a 1 to 1 basis for MP spent, ignoring armor and with an area of affect. This would allow you to make it flexible to the situation, but not make it overpowered. You could kill most fodder enemies instantly with a simple five point blast, or perform a damn near lethal blow on mid-bosses and such. As far as “elemental attribute” goes, enemies that can burn (wood in particular) will take more damage. Stone, or fire based enemies will take less. I will decide how much depending on the enemy and the RP that drives the action.
Okay, that sounds pretty nice (pretty nice? who am I kidding, it's downright awesome!). 1 to 1 sounds great.

Also, I've thought of another way to add even more flexibility. You suggested having an area of affect, but could I perchance choose to focus the flames on one specific enemy for additional damage (or, on the other, less-preferred hand, make it weaker if targeting an area)? And no, I have no idea how you could calculate that, but I like the thought, so I'm putting it out there for your consideration.
Ability: Eye of Wisdom
. . .
Don’t expect me to always give you what you expect, but you can expect great benefits from this one. I will often do things like tell you about an opponent’s weapon, how it will work, etc. Or how the enemy seems to have chinks in their armor in X location. I don’t really like the whole “elemental attribute” thing, so that won’t come into play very often. Also you will be getting these hints though PM, and conveying them to the party yourself.
Sounds like a plan. I like that I'll have to expect the unexpected information; that should make things more interesting.
I have a great adoration for this character.
I've already fallen in love with him myself . . . as I said earlier, this promises to be quite fun! :D
_________________
I shall regain my title of Nkidrazil!

Nkidrazil Taarvan
Body - 3, Mind - 6, Soul - 4
Combat - 5, Defense Value - 3
HP - 15, MP - 25
Lost in Hyrule Level 1
User avatar
Joined: Experience: 48
Class: Vagabond//Ranger
Rupees: 51
TP: 0
Posted: Fri Jan 05, 2007 4:26 pm
for the fire breath, you could do it so that for every 1 MP, you deal 1 dmg to every enemy in front of you(since dinolfos spray their fire). or you could focus it on a single enemy, doing 2 dmg per 1 MP, since prolonged exposure is more harmful...just a suggestion, dont mind me if if its a bad idea
_________________
<a href="viewtopic.php?t=3592">Goncorgoro</a>

HP 31, SPL 5, Will 3
STR 8, DEF 15, AGI 3, INT 3, SPI 1

Goron Strength L3, Track L2, Unarmed Combat L1

Spirit of Dragonbane : +3 STR for 1 Round, 3 Round Cooldown
Isaac, The Brute Level 1
User avatar
Joined: Experience: 13
Class: Big Sword Guy
Rupees: 14
TP: 0
Posted: Sat Jan 06, 2007 9:15 am
THe whole 2 mind thing, I guess I didnt fully understand what such a low mind ment! Isaac would have a higher mind score, so ill work on getting that more normalized.

For the fear thing, Your Inspire fear option looks just like what would happen in the presence of a Staflos, I like it! And yes, I do think that allies would be affected two, at least at the begining, I would think that gradualy they would get used to Isaac, maybe not all Staflos though.

Light Vulnerability, I was thinking that in the presence of light, natural sunlight, or light attacks, any kind of light realy, save light by fire, Isaac would get a penelty, the -1 to all scores when in strong light makes perfect sense to me!
_________________
Isaac

Body-7 Combat Value-5
Soul-5 Defense Value-3
Mind-4

HP-30 MP-20
Melee Attack-2 Melee Defense-1
Powerlifting-1 Intimidation-1
Undeath(Can not die, unless defeted in special terms)
Endledss Age
Fake Death(Can fake his own death)
Fear the Living(Few men are not scared of a Staflos)
Light Vulnrability(Variaty of Effects)
Zarathustra Level 1
User avatar
Joined: Experience: 25
Rupees: 134
TP: 0
Posted: Mon Jan 08, 2007 12:16 pm
Phalanx
Mind: 2
Body: 6
Soul: 5
Combat Value: 4
Defense Value: 2
Health Points: 25
Magic Points: 15

All this seems kosher.

---Skills---
L4 Climbing (8 BP)
L1 Stealth (3 BP)
L1 Thrown Weapons (3 BP) Specialization: Large Objects (subject to environmental availability)
L1 Unarmed Attack (5 BP)
L1 Unarmed Defense (5 BP)
(Total 24 BP)

Honestly we don’t have a sneaky guy yet. You might consider bumping up your stealth by a level or two. I’ll give it to you free, seeing as you’ve got some serious disabilities. Free two stealth levels, for you!

---Abilities---
Ability: Swarm
>One small hand per HP remaining
>Requires one turn to activate
>Small hands may only: move, observe, attack
>Small hands must remain within reasonable proximity of each other
>Destroyed hands result in lost HP upon re-assimilation

This is SO COOL! Each of these little monsters will only have very minimal stats, but hypothetically you could divide yourself into copies with stats based on the number of HP you put into them. To keep things simple, they would retain your mind and soul stats, but their body, size, HP and MP, and combat stats could be based on the # of Hp spent. I might suggest that you consider taking 1 HP in damage for each small hand you divide yourself into upon re-assimilation. I’ll give you 3 BP if you take this disability.

Ability: Invisibility
>Sight only, detectable by other senses/means
>Limited duration: two rounds or until successfully attacked

This must be an activated ability, such as you can be invisible when you want and visible otherwise. How about when you attack are you still visible?

Ability: Wall-Crawling
>In conjunction with L4 Climbing
>Unusual terrain requires MP consumption

How much MP per/meter?

Ability: Special Attack: Ceiling Drop
>Requires successful Wall-Crawl (requires separate turn)
>Systematically detectable/avoidable (two methods: sight [shadow], hearing [dropping sound])
>Effect: Tangle (target restricted until Master is removed)
>Effect: Vampiric (restore lost HP, up to maximum); damage as normal

In this case we’ll use the falling rules to deal damage to the target instead of you. You will not take falling damage except in extreme cases (and spikes).

---Defects---

Defect: Bane: Sunlight
>Loses single HP upon brief contact, several/all upon prolonged contact
+2BP

Defect: Social Ineptitude
>Marked, unappealing, not humanoid
>Awkward size, shape
>Cannot speak
>Savvy/charisma/empathy = null
+4 BP

Defect: Hole in Pocket
>Upon destruction, explodes in a small king's ransom of glittery objects. (just kidding)
Gave me a good chuckle, 1 BP for free.

Take that BP you’ve earned and Improve. For you, and everybody else, this character is wicked cool, but hard to play. Weinw has chosen some severe limitation on his character and that is why he gets extra BP. At the stage he is at now, he is unbalanced; and against his favor. So I suggest he take all the available BP I’ve offered and make himself stronger in combat, stealth, and such while keeping the hindrances he’s built for himself.

I know this is taking a long time guys but I’ll be back tonight with another review session! Promise!
_________________
I speak to you of the coming of the Overman...
weienw Level 8
Joined: Experience: 696
Class: Vagabond // Bard
Rupees: 545
TP: 0
Posted: Wed Jan 10, 2007 4:38 pm
By the way, I'll try to get a new "Phalanx" account asap; I tried earlier but my email kept messing up...

Regarding "Swarm" (splitting up into little hands), I thought I should mention that the "One small hand per HP remaining" rule made more sense back when Phalanx had only 5 HP, not 25. So should I just try to go with the original plan and make it that instead of one mini-master per HP, make it one per 5 HP (so, a maximum of 5 mini-masters, as before). Or do you prefer what you mentioned ("I might suggest that you consider taking 1 HP in damage for each small hand you divide yourself into upon re-assimilation" (as a +3BP disability)), which would mean that Phalanx could split into 24 hands, but would be reduced to 1HP after re-assimilation? I personally feel that splitting into a maximum of 5 hands with static stats would be simplest.

As for their stats, I was thinking that the combat and defense values would stay the same (since having a combat value of 1 is... virtually useless?), but the HP would be 5 per hand. Also, is there some way we could divide DMG accordingly? Have you decided how DMG will work for unarmed? But if it was, perhaps, 10, each hand would only be able to do 2 DMG.
This must be an activated ability, such as you can be invisible when you want and visible otherwise. How about when you attack are you still visible?
Right, it'd be activated. As for whether attacking makes Phalanx visible, I thought not, but now I realize that's pretty unbalanced, so could we make it a 3-round invisibility, but visible if attacking/attacked?
How much MP per/meter?
I'm clueless for this, since I was originally thinking of a durational application (e.g. 5 MP per minute?). Or would a per meter work better (or even per "application")?
Ability: Special Attack: Ceiling Drop
>Requires successful Wall-Crawl (requires separate turn)
>Systematically detectable/avoidable (two methods: sight [shadow], hearing [dropping sound])
>Effect: Tangle (target restricted until Master is removed)
>Effect: Vampiric (restore lost HP, up to maximum); damage as normal
Any suggestions as to how the Tangle restriction should work? I was thinking that for normal enemies an untangle check would be needed (but if an ally attacked the tangled target, they'd risk hitting Phalanx?), whereas for unusually large enemies (e.g. bosses) the target could still function with Phalanx "attached," but at decreased ability.... your choice. Thoughts? Also, should the Vampiric effect be weakened, to, say, [(DMG dealt)/2]=restored HP? Finally, falling damage would probably need to be decreased, since Phalanx might be dropping from even 10 or 20 meters (and 100 DMG is ridiculous).
So I suggest he take all the available BP I’ve offered and make himself stronger in combat, stealth, and such while keeping the hindrances he’s built for himself.
Besides the two levels of Stealth you already prescribed without BP (heh), does anyone have any other recommendations? Sleight of hand (^^) seems like an obvious choice, but without obvious applicability... others would be Area Knowledge (underground?), urban tracking (being able to "shadow" someone inside a ceilinged place), or just more Stealth/Climbing. Anything to enhance the "sneaky guy," I guess...
_________________
Arco

STR 2 - DEF 3 (+ Arm. 12) - AGI 6 - INT 3 - SPI 1 - SPL: 18 - HP: 31
Lost in Hyrule Level 1
User avatar
Joined: Experience: 48
Class: Vagabond//Ranger
Rupees: 51
TP: 0
Posted: Wed Jan 10, 2007 5:01 pm
Can I make a suggestion? I think that falling damage should be 1 HP per meter, but it should be after 3 meters. I mean, you could jump off of a 9 foot platform and walk away just fine. Falling 3 feet wouldn't hurt in the least. As for Phalanx, he shouldn't get falling damage when attacking, or maybe he can use MP to save himself from a fall. Just a thought...
_________________
<a href="viewtopic.php?t=3592">Goncorgoro</a>

HP 31, SPL 5, Will 3
STR 8, DEF 15, AGI 3, INT 3, SPI 1

Goron Strength L3, Track L2, Unarmed Combat L1

Spirit of Dragonbane : +3 STR for 1 Round, 3 Round Cooldown
Isaac, The Brute Level 1
User avatar
Joined: Experience: 13
Class: Big Sword Guy
Rupees: 14
TP: 0
Posted: Thu Jan 11, 2007 5:21 pm
OOC: Here is where the 6BP, that i belive I now have are going...
4BP-MInd, get it up to 4 so its an avrage humans
2BP-Power, buffing it up HIghly Capable, sinse one of the main reasons he was so respected was because of his great strength.

These new scores will buff up the average on some other things too, so here they are

Combat Value-5
Defense Value-3

HP-6
MP-4

The 4BP came from me agreeing to the fact that allies would be sacred in my presence as well, for the first while, getting use to working with a skeleton takes some time! This is what i planed on it doing at first, I did not take this for the BP!

The 2BP came from me agreeing to the -1 on all scores in the presence of strong light, which makes perfect sense for lives in the dark creature.

I finnaly got around to getting myself an Avatar, I did not want to look like the Staflos from OOT, or TP, i wanted to look different, though he doesnt look strong enough for some reason. So sorry for him looking a bit week for a big sword guy, but its the best i could do.
_________________
Isaac

Body-7 Combat Value-5
Soul-5 Defense Value-3
Mind-4

HP-30 MP-20
Melee Attack-2 Melee Defense-1
Powerlifting-1 Intimidation-1
Undeath(Can not die, unless defeted in special terms)
Endledss Age
Fake Death(Can fake his own death)
Fear the Living(Few men are not scared of a Staflos)
Light Vulnrability(Variaty of Effects)
Zarathustra Level 1
User avatar
Joined: Experience: 25
Rupees: 134
TP: 0
Posted: Sat Jan 13, 2007 1:30 pm
OOC: really sorry about the delay, folks. First week of class, and last week with The Girl before she moves off to Seattle. I’ve been busy. I will be here at least twice a week to keep things going. anyway, lets get this started!

Michael(A.K.A. Angle of Death)
Other Profile:Orpheous(anew)
Race:Human
Stats:
Soul(2)=4BP This might be a problem, as it means you have the courage of a child. You will want to fix that. If you go into combat with Isaac in the room, you’re going to be cowering in the corner.

Skills:
LV1 Area Knowledge=3 what area?

Abilities:

Eternal Seal: Michael, do to his curse he used to gain his strength, can't die. He can only be sealed away. However, when his Hp reaches 0, he is automatically sealed away.

This is an interesting point, guys. Erm... you are mortal. I will kill you if necessary, not capriciously, or with out due cause, but you are mortal and you can die. Even you Michael, you may find yourself sealed away permanently if you’re not careful.

Concentration: Michael, by sacrificing HP, can temporarily add 3 points to his Mp. Requires Hp usage, of 6Hp.

Quick healing wounds: Michael can sacrifice Mp, to regenerate Health, at a rate of 3 Hp per turn. Requires 8 Mp points. This ability lasts 2 turns

I like these two, very clever. They may turn out to be a little unbalanced and we might have to work on them in time, but for now, thumbs up!
.

Rebeca's dedication: By sacrificing Mp, Michael can attack twice in one turn. Requires 5 Mp.
Bumped the MP cost up one.

Rebeca(the sword): Michael uses his huge sword to double his attack. Requires 1 turn to pull it out, and 1 turn to prepare to swing.

Ummm. 2 rounds where you have to go untouched (because lets face it, that’s gonna be really distracting) before you can even attack. Exactly how big is that sword? Where do you keep it? Don’t you think EVERYONE WILL NOTICE if you walk into a bar with that monster strapped to your ass? Being attacked by every Watchman on the street aside, if you really want to keep this 2-hit-me-here round disability, I’ll give you 5BP for it. Also what do you mean by “Double his attack?” Double damage (of a broadsword would be 24, appropriate for something of this size) or double # of attacks? I get the feeling this isn’t your only weapon. Is this like magic sword you can pull out of “nowhere” to supplement your normal weapons?

Angle of Death: If anybody finds out he is the fabled Angle of Death, he will be a wanted man. Thus, he must kill anyone who finds out.
Even the party?!

Vengeance/Determination/transform/die: Michael can use his hatred to increase his Combat Lvl., by 3, temporarily, for 3 turns. Requires Mp usage, of 4 Mp.

As for Vengence, I’ve already discussed this one once, but even with the caveat of needing full Mp to preform this ability it is still to powerful, because you would still have the MP to use your other abilities. Some suggestions as to how to make this work. One would be a 10 MP cost. Another would be a 7 MP cost and a 5 Hp cost, with the caveat of can only be used once per combat. Some other ways you might pull of a similar concept would be to increase your Combat Ability, At a cost of 2BP per point.
My suggested way to pull off all this stuff would be to say if you have less than 1/4 your normal HP, your Combat Rank increases by 3, and your Defense Rank drops by 1. In addition you will get an extra attack every round of combat. The dark energies that consume your form protect your from damage, giving you 1 rank of armor (reducing all damage by 5) and increase your to hit target numbers by 2. This affect costs 3 MP per round, and when your MP is exhausted you pass out. All those who are in your presence when you activate this ability must pass a soul-2 check or be paralyzed with fear and lose their action for this round.
Every time you do this the Angle of Death consumes more of your soul. Every time you use this abilty it will get more powerful. But more dangerous for you to use. Someday you might not come back...

That is my only huge qualm with this character. Please take a chance to consider this option and offer some of your own suggestions. I’m looking forward to a chance to help you make this the character you want to play, and a character that everyone else loves as much as you do.

Your story is great, filled with lots of tragedy, but with a lovable protagonist. Prepare to encounter this Great Fairy of Chaos more often than you might desire.

Everybody please make a link in your signature to a charater sheet with full descriptions of your abilities and your story. Also I encourage you to keep a journal of the character's thoughts on your charater sheets.
_________________
I speak to you of the coming of the Overman...
Isaac, The Brute Level 1
User avatar
Joined: Experience: 13
Class: Big Sword Guy
Rupees: 14
TP: 0
Posted: Sat Jan 13, 2007 6:24 pm
Profile is up, Got a journal started also!
_________________
Isaac

Body-7 Combat Value-5
Soul-5 Defense Value-3
Mind-4

HP-30 MP-20
Melee Attack-2 Melee Defense-1
Powerlifting-1 Intimidation-1
Undeath(Can not die, unless defeted in special terms)
Endledss Age
Fake Death(Can fake his own death)
Fear the Living(Few men are not scared of a Staflos)
Light Vulnrability(Variaty of Effects)
Lost in Hyrule Level 1
User avatar
Joined: Experience: 48
Class: Vagabond//Ranger
Rupees: 51
TP: 0
Posted: Tue Jan 16, 2007 12:00 pm
How do I make a link to the Kelari page in my signature?
_________________
<a href="viewtopic.php?t=3592">Goncorgoro</a>

HP 31, SPL 5, Will 3
STR 8, DEF 15, AGI 3, INT 3, SPI 1

Goron Strength L3, Track L2, Unarmed Combat L1

Spirit of Dragonbane : +3 STR for 1 Round, 3 Round Cooldown