FeedBack from Players Desired- New Advanced Rules discussion
Posted: Fri Jul 25, 2008 7:10 am
Advancement -
20 Life Point
30 Hero Point (re-poppable currently)
40 Life Point/Advanced Character discilpines, paths option
50 Perk
60 Hero point (re-poppable curently)
70 Basic Speciality (or perk)
80 Life Point
100 Perk
120 Hero Point (re-poppable currently)
140 Advanced Speciality (or perk)
160 perk
180 Hero Point (re-poppable currently)
200 Life Point
220 Master Speciality (or perk)
240 Hero Point (repoppable currently)
260 Life Point
300 Hero Point (repoppable currently)
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Perks (general abilities anyone could receive)
+1 LP (max 2 times)
+2 Combat reflexes (max 2 times) Under Discussion
+1 Read/Write Language
"Scavenger" - Choose 1 primary and 1 secondary resource OR 1 Mystic resource at the beginning of each event that you managed to scavenge during your downtime.
"Mule" - may carry 3 additional resources on your person.(Max 1)
"Diverse Training" - May purchase a Lvl 1 Discipline from a different lifestyle.
"Squirmy" - reduce the time to escape from Normal bonds by 1/2.(Max 1)
"Hardy" - Always reduce a resurrection chip draw by 1 chip before any other additions or subtractions (min of 1 chip).(Max 1)
- Pick one basic item that for your character requires no upkeep.. if that item is destroyed, choose another basic item.(Max 2)
- While carrying another character, you may move at any speed.
"Packhorse" -You may now carry 2 people at one time rather than only one.
"Helping Hand"- Can reduce the time of any skill of another person with a charge/completion time greater than one minute by 1/4, as long as contact is maintained. Time can be reduced to one half if both players have the skill being used. This skill has no effect upon the helping hand’s own skills (ie cannot be used on self) and cannot be used on spells or the brew time of potions (Though it can be used to reduce the mixing and ingredient time). Note: any skills that reduce time are factored after this skill and minimum time rules still apply.
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Specialties (Path or Discpline specific add ons- must have original skill to but Improved one)
Empath -
Improved Upkeep Magic Items (Basic) - Through their advanced knowledge a character with this skill can now create up to 4 Magic components per game without the need of a Mystic Component, they have learned to use their raw natural magic to do it.. they can still break down mystic as normal as well.
Idea 1 - Improved Transference (Basic) - Through their advanced knowledge a character with this skill can now bring a character's Life point total to the characters max + Racial LP bonus + Lifestyle LP bonus. (Example a 4th lvl Savage Orc master Warrior could have a Lp total of 15 with an Empaths help) this does not change their max though.
Idea 2 - Improved Transference (Basic) -Through their advanced knowledge a character with this skill has learned how to heal badly wounded comrades. The Empath may now transfer life into those with Lp totals no worse than -12.
- Improved Fear (Advanced) -Through their advanced knowledge a character with this skill may now spend 2 LP to do a Lash magic fear.
- Improved Concentrate Magic (Advanced) - Through their advanced knowledge a character with this skill may now spend up to 3 Life points at a time to do an "X magic Lash" attack. Under Discussion (need ideas here)
- Improved Gather Essence (Master) - Through their advanced knowledge a character with this skill may now Gather the Essence of someone and if succesful no longer returns under the effects of Starving.
-Idea 1 Improved Greater Channel (Master) -Through their advanced knowledge a character with this skill may charge for 60 seconds and afterwards throw Continous "3 Magic" until disprupted, may not move but may pivot on one foot.
-Idea 2 Improved Greater Channel (Master) - Through their advanced knowledge a character with this skill may now after charging for 30 seconds decide to throw a "15 Magic", or a "5 Magic Vorpal", or a "5 Magic Crush".. Feedback desired
Healer -
Improved Healing (Basic) - Through their advanced knowledge a character with this skill is no longer disrupted from Healing a target by damage or other calls.. they are only disprupted in they are dropped to 0 or lower life or move away from their patient.
- Improved Cure Disease (Basic) - Through their advanced knowledge a character with this skill may now spend a 2 LP to Cure Disease or spend the 5 Minutes if desired. Under Discussion
- Improved Transfusion (Advanced) - Through their advanced knowledge a character with this skill may now Transfer life to a target whose life point total is no less than -15 Lp.
- Improved Cure Poison (Advanced) - Through their advanced knowledge a character with this skill may now spend a 2 LP to Cure Poison or spend the five minutes if desired. Under discussion
- Improved Torture (Master) - Through their advanced training the torturer may now ask up to 3 Questions of the target before having to Torture again.
- Improved Mass Heal (Master) - Through their advanced knowledge a character with this skill may now heal up to 4 people at one time or if concentrating all their healing on one target may heal them in 1/2 the time (I.E. 1 minute to half and 2 minutes to full).With this skill you do not gain the benefits of the Improved Basic Healing skill if you have it.
Rogue -
Improved Spot (Basic) - Through their advanced knowledge a character with this skill may now spend 60 seconds to conceal a "Tiny" item on their body that cannot be found, escept for another character with Improved Spot who searches you for 2 minutes. Feedback desired
- Improved Pick Simple Locks (Basic) - Through their advanced knowledge a character with this skill reduces the time it takes to pick simple locks in 1/2.
- Improved Barter (Advanced) - Through their advanced knowledge a character with this skill knows how to "Aquire" things well they now receive 1 cloth, 2 supplies and 3 food at the beginning of every event.
- Improved Create Trap/Disarm Trap (Advanced) - Through their advanced knowledge a character with this skill reduces the time required to Set or Disarm traps by 1/2.
- Improved Pick Complex Locks (Master) - Through their advanced knowledge a character with this skill reduces the time to pick complex locks by 1/2 and may spend 1 Lp to instantly pick a simple lock.
- Improved Avoid Trap (Master) - Through their advanced knowledge a character with this skill is immune to Trap damage and may also spend 1 Lp to Resist any Lash attack.
Sage -
Improved Basic Research (Basic) - Through their advanced knowledge a character with this skill may now research 2 things between events instead of 1, and if only 1 thing is researched, the time is reduced for that one research item. Opinions?
- Improved Utilize Resource (Basic) - Through their advanced knowledge a character with this skill counts as one Wealth level higher than what they check out as.(Must check out at Minimum of Common wealth to get this boon).
- Improved Augment (Advanced) - Through their advanced knowledge a character with this skill may now give out one Improved Augment that can stack with either a Talisman or Transmutation enhancement, but not another Empirical.
- Improved Waylay (Advanced) - Through their advanced knowledge a character with this skill the Knockout call is increased to 3 instead of 1.
- Improved Recall (Master) - Through their advanced knowledge a character with this skill always counts as an additional Sage for purposes of receiving hints.(This stacks with other skills that work the same way). They also reduce the time by 5 Minutes.
- Improved Mimic (Master) - Through their advanced knowledge the character with this skill may now Mimic up to 2 Basic path skills, or 2 1st level disciplines (or even mix and match.. I.E. 1 basic path skill and 1 1st level discipline).. Or you may Mimic one Perk with the following exceptions ( Diverse Training, Scavenger) - These Mimics follow all the rules of the original Mimic Skill.. you must spend time to Mimic both abilities. In addition, you may not mimic the same skill more than once at a time.
Warrior -
Improved Determination (Basic) - Through their advanced knowledge a character with this skill may still walk, talk, and carry another person while in the negatives.. they may not block incoming damage or use any skills.
- Idea 1 Improved Hold Ground (Basic) - Through their advanced knowledge a character with this skill treats attacks to the back the same as attacks to the front. (still only works for melee attacks).
- Idea 2 - Improved Hold Ground (Basic) - Through their advanced knowledge a character with this skill now gains 20 LP (instead of 10) from Holding Ground and at the end you do not drop to 0, rather you drop to the life total you were at before activating this skill or your current life, whichever is lower. 15 Second cooldown.
- Improved Endurance (Advanced) - Through their advanced knowledge a character with this skill may continue to block damage while in the negatives, but still may not use skills.
- Improved Defensive Matrix (Advanced) - Through their advanced knowledge a character with this skill reduces all damage from the back and front by 1, but may not move while using this specialty.
- Improved Parry (Master) - Through their advanced knowledge a character with this skill may now Parry Lash attacks with a number attached to them.
- Improved Rage (Master) - Through their advanced knowledge a character with this skill has learned to control their Rage and may now drink potions, carry characters, search bodies and perform Killing Blows.. They still may not use any LP or charge skills and must still make a 5 second count to deactivate Rage.
- Idea 1 Improved Combat Reflexes (Master) - Through their advanced knowledge a character with this skill may now refresh all their Combat reflexes in 2 minutes, per the combat reflexes limitations.
I would love some constructive feedback, thanks.
20 Life Point
30 Hero Point (re-poppable currently)
40 Life Point/Advanced Character discilpines, paths option
50 Perk
60 Hero point (re-poppable curently)
70 Basic Speciality (or perk)
80 Life Point
100 Perk
120 Hero Point (re-poppable currently)
140 Advanced Speciality (or perk)
160 perk
180 Hero Point (re-poppable currently)
200 Life Point
220 Master Speciality (or perk)
240 Hero Point (repoppable currently)
260 Life Point
300 Hero Point (repoppable currently)
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Perks (general abilities anyone could receive)
+1 LP (max 2 times)
+2 Combat reflexes (max 2 times) Under Discussion
+1 Read/Write Language
"Scavenger" - Choose 1 primary and 1 secondary resource OR 1 Mystic resource at the beginning of each event that you managed to scavenge during your downtime.
"Mule" - may carry 3 additional resources on your person.(Max 1)
"Diverse Training" - May purchase a Lvl 1 Discipline from a different lifestyle.
"Squirmy" - reduce the time to escape from Normal bonds by 1/2.(Max 1)
"Hardy" - Always reduce a resurrection chip draw by 1 chip before any other additions or subtractions (min of 1 chip).(Max 1)
- Pick one basic item that for your character requires no upkeep.. if that item is destroyed, choose another basic item.(Max 2)
- While carrying another character, you may move at any speed.
"Packhorse" -You may now carry 2 people at one time rather than only one.
"Helping Hand"- Can reduce the time of any skill of another person with a charge/completion time greater than one minute by 1/4, as long as contact is maintained. Time can be reduced to one half if both players have the skill being used. This skill has no effect upon the helping hand’s own skills (ie cannot be used on self) and cannot be used on spells or the brew time of potions (Though it can be used to reduce the mixing and ingredient time). Note: any skills that reduce time are factored after this skill and minimum time rules still apply.
----------------------------------------------------------------------------------
Specialties (Path or Discpline specific add ons- must have original skill to but Improved one)
Empath -
Improved Upkeep Magic Items (Basic) - Through their advanced knowledge a character with this skill can now create up to 4 Magic components per game without the need of a Mystic Component, they have learned to use their raw natural magic to do it.. they can still break down mystic as normal as well.
Idea 1 - Improved Transference (Basic) - Through their advanced knowledge a character with this skill can now bring a character's Life point total to the characters max + Racial LP bonus + Lifestyle LP bonus. (Example a 4th lvl Savage Orc master Warrior could have a Lp total of 15 with an Empaths help) this does not change their max though.
Idea 2 - Improved Transference (Basic) -Through their advanced knowledge a character with this skill has learned how to heal badly wounded comrades. The Empath may now transfer life into those with Lp totals no worse than -12.
- Improved Fear (Advanced) -Through their advanced knowledge a character with this skill may now spend 2 LP to do a Lash magic fear.
- Improved Concentrate Magic (Advanced) - Through their advanced knowledge a character with this skill may now spend up to 3 Life points at a time to do an "X magic Lash" attack. Under Discussion (need ideas here)
- Improved Gather Essence (Master) - Through their advanced knowledge a character with this skill may now Gather the Essence of someone and if succesful no longer returns under the effects of Starving.
-Idea 1 Improved Greater Channel (Master) -Through their advanced knowledge a character with this skill may charge for 60 seconds and afterwards throw Continous "3 Magic" until disprupted, may not move but may pivot on one foot.
-Idea 2 Improved Greater Channel (Master) - Through their advanced knowledge a character with this skill may now after charging for 30 seconds decide to throw a "15 Magic", or a "5 Magic Vorpal", or a "5 Magic Crush".. Feedback desired
Healer -
Improved Healing (Basic) - Through their advanced knowledge a character with this skill is no longer disrupted from Healing a target by damage or other calls.. they are only disprupted in they are dropped to 0 or lower life or move away from their patient.
- Improved Cure Disease (Basic) - Through their advanced knowledge a character with this skill may now spend a 2 LP to Cure Disease or spend the 5 Minutes if desired. Under Discussion
- Improved Transfusion (Advanced) - Through their advanced knowledge a character with this skill may now Transfer life to a target whose life point total is no less than -15 Lp.
- Improved Cure Poison (Advanced) - Through their advanced knowledge a character with this skill may now spend a 2 LP to Cure Poison or spend the five minutes if desired. Under discussion
- Improved Torture (Master) - Through their advanced training the torturer may now ask up to 3 Questions of the target before having to Torture again.
- Improved Mass Heal (Master) - Through their advanced knowledge a character with this skill may now heal up to 4 people at one time or if concentrating all their healing on one target may heal them in 1/2 the time (I.E. 1 minute to half and 2 minutes to full).With this skill you do not gain the benefits of the Improved Basic Healing skill if you have it.
Rogue -
Improved Spot (Basic) - Through their advanced knowledge a character with this skill may now spend 60 seconds to conceal a "Tiny" item on their body that cannot be found, escept for another character with Improved Spot who searches you for 2 minutes. Feedback desired
- Improved Pick Simple Locks (Basic) - Through their advanced knowledge a character with this skill reduces the time it takes to pick simple locks in 1/2.
- Improved Barter (Advanced) - Through their advanced knowledge a character with this skill knows how to "Aquire" things well they now receive 1 cloth, 2 supplies and 3 food at the beginning of every event.
- Improved Create Trap/Disarm Trap (Advanced) - Through their advanced knowledge a character with this skill reduces the time required to Set or Disarm traps by 1/2.
- Improved Pick Complex Locks (Master) - Through their advanced knowledge a character with this skill reduces the time to pick complex locks by 1/2 and may spend 1 Lp to instantly pick a simple lock.
- Improved Avoid Trap (Master) - Through their advanced knowledge a character with this skill is immune to Trap damage and may also spend 1 Lp to Resist any Lash attack.
Sage -
Improved Basic Research (Basic) - Through their advanced knowledge a character with this skill may now research 2 things between events instead of 1, and if only 1 thing is researched, the time is reduced for that one research item. Opinions?
- Improved Utilize Resource (Basic) - Through their advanced knowledge a character with this skill counts as one Wealth level higher than what they check out as.(Must check out at Minimum of Common wealth to get this boon).
- Improved Augment (Advanced) - Through their advanced knowledge a character with this skill may now give out one Improved Augment that can stack with either a Talisman or Transmutation enhancement, but not another Empirical.
- Improved Waylay (Advanced) - Through their advanced knowledge a character with this skill the Knockout call is increased to 3 instead of 1.
- Improved Recall (Master) - Through their advanced knowledge a character with this skill always counts as an additional Sage for purposes of receiving hints.(This stacks with other skills that work the same way). They also reduce the time by 5 Minutes.
- Improved Mimic (Master) - Through their advanced knowledge the character with this skill may now Mimic up to 2 Basic path skills, or 2 1st level disciplines (or even mix and match.. I.E. 1 basic path skill and 1 1st level discipline).. Or you may Mimic one Perk with the following exceptions ( Diverse Training, Scavenger) - These Mimics follow all the rules of the original Mimic Skill.. you must spend time to Mimic both abilities. In addition, you may not mimic the same skill more than once at a time.
Warrior -
Improved Determination (Basic) - Through their advanced knowledge a character with this skill may still walk, talk, and carry another person while in the negatives.. they may not block incoming damage or use any skills.
- Idea 1 Improved Hold Ground (Basic) - Through their advanced knowledge a character with this skill treats attacks to the back the same as attacks to the front. (still only works for melee attacks).
- Idea 2 - Improved Hold Ground (Basic) - Through their advanced knowledge a character with this skill now gains 20 LP (instead of 10) from Holding Ground and at the end you do not drop to 0, rather you drop to the life total you were at before activating this skill or your current life, whichever is lower. 15 Second cooldown.
- Improved Endurance (Advanced) - Through their advanced knowledge a character with this skill may continue to block damage while in the negatives, but still may not use skills.
- Improved Defensive Matrix (Advanced) - Through their advanced knowledge a character with this skill reduces all damage from the back and front by 1, but may not move while using this specialty.
- Improved Parry (Master) - Through their advanced knowledge a character with this skill may now Parry Lash attacks with a number attached to them.
- Improved Rage (Master) - Through their advanced knowledge a character with this skill has learned to control their Rage and may now drink potions, carry characters, search bodies and perform Killing Blows.. They still may not use any LP or charge skills and must still make a 5 second count to deactivate Rage.
- Idea 1 Improved Combat Reflexes (Master) - Through their advanced knowledge a character with this skill may now refresh all their Combat reflexes in 2 minutes, per the combat reflexes limitations.
I would love some constructive feedback, thanks.