New Dicipline Idea
Moderator: Admin
Except as written Eirc you cannot use other skills, which is an angle I don't think we had considered really, but as Chris said, we are working on that subset of character choices
The lifestyles were originally created because there were certain skill combos that we did not want to see happen because they were deemed too powerful. I believe the reason for no dual wield in savage was just as Reid said, the dual crush was deemed too powerful
The lifestyles were originally created because there were certain skill combos that we did not want to see happen because they were deemed too powerful. I believe the reason for no dual wield in savage was just as Reid said, the dual crush was deemed too powerful
yeah, true, didn't catch that. Based on that, you'd basically limit yourself to a basic path and two disciplines, which I guess is the same as a (toned down) full path warrior with a support type discipline (craftsman, alchemy, arcane).
Personally, parry and defensive matrix are more valuable, IMO.
So yeah, it passes since I'd never take it.
Personally, parry and defensive matrix are more valuable, IMO.
So yeah, it passes since I'd never take it.
My posts in no way reflect that of anyone else nor are they in any way official.
Yet it would take almost zero effort to append crush with the clause "cannot be used while duel-wielding" or to append ruffian's duel wield with "damage delt while duel-wielding cannot be modified by crush, vorpal, or magic" I'm not sure on the magic...just threw it in. because....It's That EasyOvak Stonecrusher wrote: I believe the reason for no dual wield in savage was just as Reid said, the dual crush was deemed too powerful
Going around when writing rules works until you do it too many times. Our legal system is a great example of this. By not doing it once (or as little as possible) it keeps things straight forward and avoids future breaks. Adding a path or discipline is a lot easier the less exceptions you have to double check.
Just for note, in a gaming system, "going around" (aka abusing loopholes) the rules gets you into trouble. Trust me on that one (not that I'd ever admit to doing it in the past)
Just for note, in a gaming system, "going around" (aka abusing loopholes) the rules gets you into trouble. Trust me on that one (not that I'd ever admit to doing it in the past)
My posts in no way reflect that of anyone else nor are they in any way official.
Cartographer -Common
A maker of maps, and general wanderer, the cartographer is a natural adventurer always seeking the unexplored, and making it back to civilization to share his discoveries.
Level 1
Scout
A character can spend 15 minutes scouting in the wilderness to receive information about a specific plot, puzzle, or general information about wilderness activity in the area. The character is not guaranteed to find information. Up to three characters with the scout skill may work together to receive a better piece of information. After the fifteen minutes of scouting is up, the character(s) must go to NPC camp to receive their information. If more than one character is scouting as a group, they must all come to NPC camp together.
Level 2
Vigor
The Cartographer gains 1 permanent life point
Level 3
Flee
A character with this skill can spend a life point to Flee. When this skill is used the character must call “flee” and run away from combat for 10 seconds. A character cannot enter combat while using this skill, nor can they return to combat before finishing the flee. While fleeing the character is immune to all attacks issued from the rear, including damage, fear, root, taunt, etc. All attacks from the front are taken and disrupt the flee skill.
(in case you haven't noticed, I like giving everyone flee)
Level 4
World Traveler
Being well traveled the world over, the cartographer has seen many things, and been to many places. Nothing seems new or unusual to him anymore.
The Cartographer gains a lore hint at the beginning of the game as would a character with recall
OR
The Cartographer gains 1 commodity per game
OR
The Cartography can assist a sage and craftsmen on researching new goods to lower the time needed, and improve the chance of success
OR
The Cartographer adds a 25% stability to all production sources held by a RGO he heads.
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I think the level 4 would allow many possibilities if the GMs were willing to try something new Additionally, the Cartographer would be a way to work in bringing a map of the surrounding areas into the game????
A maker of maps, and general wanderer, the cartographer is a natural adventurer always seeking the unexplored, and making it back to civilization to share his discoveries.
Level 1
Scout
A character can spend 15 minutes scouting in the wilderness to receive information about a specific plot, puzzle, or general information about wilderness activity in the area. The character is not guaranteed to find information. Up to three characters with the scout skill may work together to receive a better piece of information. After the fifteen minutes of scouting is up, the character(s) must go to NPC camp to receive their information. If more than one character is scouting as a group, they must all come to NPC camp together.
Level 2
Vigor
The Cartographer gains 1 permanent life point
Level 3
Flee
A character with this skill can spend a life point to Flee. When this skill is used the character must call “flee” and run away from combat for 10 seconds. A character cannot enter combat while using this skill, nor can they return to combat before finishing the flee. While fleeing the character is immune to all attacks issued from the rear, including damage, fear, root, taunt, etc. All attacks from the front are taken and disrupt the flee skill.
(in case you haven't noticed, I like giving everyone flee)
Level 4
World Traveler
Being well traveled the world over, the cartographer has seen many things, and been to many places. Nothing seems new or unusual to him anymore.
The Cartographer gains a lore hint at the beginning of the game as would a character with recall
OR
The Cartographer gains 1 commodity per game
OR
The Cartography can assist a sage and craftsmen on researching new goods to lower the time needed, and improve the chance of success
OR
The Cartographer adds a 25% stability to all production sources held by a RGO he heads.
----------------------------------------------------------------------------------
I think the level 4 would allow many possibilities if the GMs were willing to try something new Additionally, the Cartographer would be a way to work in bringing a map of the surrounding areas into the game????
Medic -Privileged Common
A general assistant on the field of battle. Medics are trained to prolong life until a surgeon can save it. However, even the most basic first-aid can sway the balance of life and death.
Level 1
Drag
A level 1 Medic can "carry" two people simultaneously. This is accomplished by dragging the bodies rather than hefting them, and as such the Medic is limit to heel-to-toe movement. This skill is restricted to Medium Armor.
Level 2
Stability
The Medic can spend a life-point to prolong the time it takes a target to bleed out by 1 minute. The Medic does not need to stay with the target. If Stability is combined with a tourniquet, the time increases to 3 minutes. If a Medic is used to stay with the patient during a healers Extend Life the time is increased to 5 minutes. This skill is restricted to Medium Armor
Level 3
Resuscitate
If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)
Level 4
Triage
Once per combat the Medic may take an uninterrupted 30 count and then call "Blind Game Stop, Triage" The Medic than asks for a show of hands of characters in positive lfe, 0 life, negative life, and dead. This symbolizes years of experience assessing the battlefield for who can and cannot be saved.
A general assistant on the field of battle. Medics are trained to prolong life until a surgeon can save it. However, even the most basic first-aid can sway the balance of life and death.
Level 1
Drag
A level 1 Medic can "carry" two people simultaneously. This is accomplished by dragging the bodies rather than hefting them, and as such the Medic is limit to heel-to-toe movement. This skill is restricted to Medium Armor.
Level 2
Stability
The Medic can spend a life-point to prolong the time it takes a target to bleed out by 1 minute. The Medic does not need to stay with the target. If Stability is combined with a tourniquet, the time increases to 3 minutes. If a Medic is used to stay with the patient during a healers Extend Life the time is increased to 5 minutes. This skill is restricted to Medium Armor
Level 3
Resuscitate
If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)
Level 4
Triage
Once per combat the Medic may take an uninterrupted 30 count and then call "Blind Game Stop, Triage" The Medic than asks for a show of hands of characters in positive lfe, 0 life, negative life, and dead. This symbolizes years of experience assessing the battlefield for who can and cannot be saved.
GLOMP!
not bad
only quetion is
that is already first aid. but slower. (and to neg 5 instead of 3) was that intended?
I like the lvl 4 ability, but game stops are unlikely.
level 3
Resuscitate
If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)
only quetion is
that is already first aid. but slower. (and to neg 5 instead of 3) was that intended?
I like the lvl 4 ability, but game stops are unlikely.
level 3
Resuscitate
If a Medic reaches a target within 15 seconds of their entering critical status (negative life up to -5) they may bring the target up to 0 life. This skill takes 1 minute of uninterrupted focus per Life Point to be healed. If the Medic or the target are the recipient of aggressive action during this time, the skill fails, and the target continues to bleed out at the Life Point total they were at prior to Resuscitate (plus any damage they may have taken from the aggressive action.)
Travis Cole