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Gameplay | Topic subject | Midnight legacy | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=5330 |
5330, Midnight legacy
Posted by Narissa on Wed 31-Dec-69 07:00 PM
Some thoughts about it. Feel free to comment.
Wield midnight <item> to get the 'special' skill(s).
1. Belts used as whips. Maybe choke or entwine skill given. 2. Cloak used as distraction or cover. Distraction means a chance for commune/spells to miss entirely during combat, aka bard blur senses. Cover can mean like a feint or throw the cloak over the head to 'blind' like eyejab or cannot scan. 3. Handpieces with studs or spikes. Spikes can cause bleeding and small stun like faceslash, studs cause broken bones, -str/-dex like vital. 4. Shield as a thrown weapon. Har, Captain America. Probably knock the person down with damage, with -dex and movement take more when walking, like hamstring without the bleeding. Can start combat with it. And chance to hit head to knock a person out, like stun. Only can throw at someone in the same room.
Till the braincells recharge.
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5331, RE: Midnight legacy
Posted by Qaledus on Wed 31-Dec-69 07:00 PM
>Some thoughts about it. Feel free to comment.
There's some up (interesting/different) and down (coding value) to your idea.
I'm still waiting to see what an Hour Past Midnight warrior can do with some recent changes before I put any more thought into weird ways to fight.
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5332, On my list of things to do....
Posted by Laearrist on Wed 31-Dec-69 07:00 PM
Just can't decide on the supporting specs... mace and ....
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