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!
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I speak to you of the coming of the Overman...