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Gameplay | Topic subject | More edge ideas! | Topic
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16113, More edge ideas!
Posted by GinGa on Wed 31-Dec-69 07:00 PM
I'm sure you'll have thought of some of these, if not most. But I figure I'll air some ideas and see if anyone else wants to add.
Invoker: FUNNEL LIFE An invoker can learn to channel life-regenerating energies through gaps in magical wards that would normally slow them. This will not remove the penalty but will ease it when using magical protections.
Justification: They rely a lot on healing while reduxed to hell and I think its fair to ease that off for high-reward players. Lets invokers do a heal-and-in if they have the gold/preps to burn. They'd be able to do this normally but this edge makes it a little less painful on the wallet.
Transmuter: MENTAL DUELIST A transmuter who focuses upon fighting mental battles can enjoy a more powerful mental jolt and a small bonus to resisting mental effects upon themself. (-5 save vs mental?)
MASTER OF DE-LEVITATION Focusing upon levitation magic, a transmuter can enhance the power of their earthbindings. These attacks will be more likely to bind and cause greater harm.
STUDENT OF THE AMPHIBIOUS For mages who make regular use of Gill growth, bolstering the spell against dispelling becomes easy. They will also enjoy being able to remove them more reliably.
MASTER OF THE AMPHIBIOUS Learning that gills are as good for suffocating on land as they are for breathing in water, a master can inflict a stronger change on his opponents lungs - often leading to a pale corpse if they do not find water swiftly.
STUDENT OF ADRENALINE Understanding better how hormones and muscles interact, a student of adrenaline can cause longer, and more frequent, bursts of strength using their spells. Similarly, draining the muscles of their inspiring chemistry can lead to them failing more frequently under lethargy.
MASTER OF ADRENALINE Taking their lessons a step further, a transmuter can master the adrenal surge so as to avoid its downfalls and use it to a lesser capacity on others.
STUDENT OF REPAIRATION A student of this art, can more often repair maledictions using their magic and even see a slight regenerative boost.
MASTER OF REPAIRATION Once a thorough understanding of the body and its healing has been achieved, a master not only heals all maledictions to some degree but has a small chance to purge a malediction completely with the appropriate spell.
BENEVOLENT REPAIRATIONS When studying repairations on others, a sympathetic transmuter will find they can speed the body's healing process and help their victim recover more readily for future repairations.
I think that's enough on transmuters, there's loads I could do but I thought those might be the less obvious ideas. The repairations one I just wanted to put out the idea of recovering faster, instead of straight out making it more effective. Its an aspect to the idea that I thought would be very attractive to Acolytes and the like.
Assassins:
Here's an idea I got while I did the polearms thingy. I didn't post it then because I thinks its not exactly in the spirit of edges. It'd also likely conflict with Nep's 'really good with poison dagger edge'. I'll let you guys judge.
BARBED DAGGER Instead of their usual arrangement, a devious assassin can create a barbed dagger. By using a brittle, serrated blade there is a chance a strike will leave a poisoned fragment in the victims flesh. The fragments will cause some bleeding as the wound has trouble closing. The more barbs that break in this fasion, the quicker a dagger will detoriate. Poison daggers will no longer poison by simply nicking the skin, a barbed dagger can only poison when it hits on a strike.
The idea is, you get a chance to cause both poison and light bleeding but only if your dagger actually hits, which considering daggerness vs most people is not likely to be often :P
This perminantly removes the chance to 'nick the skin' as I noted in logs, which allowed the dagger to poison without actually hitting. Which is what I imagined Nep's edge would increase the chances and nastiness of.
STUDENT OF PRESSURE POINTS A student of pressure points can learn to attack vulnerabilities swifter than others, letting the perform more nerve strikes in a shorter space of time. (reduce nerve to 1 round lag, like a malediction jab!)
MASTER OF PRESSURE POINTS Once mastered, the technique of pinching and crippling nerves can be worked into normal fist strikes. Although too fine for the backfist technique, an assassin striking unarmed at a foe has a chance to land a nerve strike in combat. (like incarnadine wave I suppose, but nervey instead)
I've honestly never seen nerve used in pk. I think it -might- occasionally get used with just the student one going in. I can't think of a reason I'd want to do a two-round nerve instead of doing kot/kan/caltraps/axekick/throw(for hyper-extension). I think owaza hyper extends too, so that'd be another thing. Making it one round doesn't make it the ultimate in pk-festness but does make it awesome for those moments you don't want to lag yourself out but have an opportunity to weaken your opponent. (it does what, -2 on a stat? Its not huge :) ) And yeah, the master edge might be overpowered.
I'll think some more on the ones I've got for shapeshifters. I still think they should get 3 foci :D
Yhorian.
Edit: Jumped into my head, but there could be a locate mark edge. It improves the rate at which you can locate, and lowers the price. Not sure how long the clock is on a locate but I remember it costing like 1500 copper. That could be slashed to 900-1000. Enjoy!
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16115, Don't like funnel life, sorry
Posted by incognito on Wed 31-Dec-69 07:00 PM
Firstly, I don't see what a voker has to do with life.
Secondly, I really dislike the concept of abs + shields not having drawbacks. I'd make them bigger if I could.
As it is, there are too many people that don't risk themselves at all because of abs, imho.
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16114, Assassiny stuff
Posted by Marcus_ on Wed 31-Dec-69 07:00 PM
fancyvanish: A chance to drop a random kick / dirt kick when you vanish from combat.
smelly mark: put something smelly in your mark of the pray, so that you have a chance to see if somebody marked has passed through the room
smooth duster: When you do blindness dust / poison smoke, opponents don't get free attacks.
shaolin style: free kicks / elbow attacks / knees when fighting with both hands free
drunken monk style: when drunk, assassin guy's stalks improve his martial stance at a higher pace
oblivious to pain: when affected by endure, assassin gets to cut off a bit of really high end damage (say 10% of all damage above 200 points, after discounting for modifiers)
physician training: if out of mana, assassin can use his moves to bind wounds
trippy trip trip: can trip resting and sleeping people without having to wake them first
judo master: can throw hth specs and other assassins
king of the spin: double spin kick confuses opponent and makes them miss an attack like feint
thunderthighs: when disarming, crescent kick has a chance to send the weapon flying into the next room
boston strangler: strangle lasts or has a chance to last 1 tick longer
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16116, RE: Assassiny stuff
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
trippy trip trip: can trip resting and sleeping people without having to wake them first
How on earth are you going to trip someone who is on the ground? Nudge their feet a bit with yours?
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16118, You pull them in the hair and keep their feet away. :) nt
Posted by Marcus_ on Wed 31-Dec-69 07:00 PM
.
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16117, RE: Assassiny stuff
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Assassin one:
anaesthetic dart: the assassin who knows how to apply anasthetic to his darts can throw them at a target and have a chance that the target won't notice they've been pricked.
(Or you could make it guaranteed)
My concern is that this might be overpowered w/ sleep darts. Stalk someone, sleep dart them (without them noticing), enter martial trance, proceed to demolish them in 2 rounds.
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16128, Everyone loves this idea.
Posted by GinGa on Wed 31-Dec-69 07:00 PM
Since I've never been poisondarted except at the inn, I agree. Have the edge make it a super-stealthy command so that an artful poisondarters victim doesn't even know he's been darted - until its too late!!
And I don't think sleepy darts would have an assassin demolish you in two rounds unless he could do it in three anyway. Especially now you can't be hasted ontop of that for pure pwnage.
Yhorian.
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16129, Agreed...
Posted by Tac on Wed 31-Dec-69 07:00 PM
Both that this idea is uber pimp, and that sleepy darts would in no way be overpowered. #### I'd vote for confuse darts being the more dangerous.
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