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Dark Gate OOC Thread


ranger

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Re: Dark Gate OOC Thread

Forgot about that haf thanks for the reminder. I changed it so its now +12 along the lines of magical accuracy.

Talent suggestion Succubus

Seductive

Grants +12 to the users resistance checks on Charm, Siren song, Stunning gaze, and Enthrall.
 

Mamono Assault Force

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Re: Dark Gate OOC Thread

For a four player thread, I sure can leave it alone for a long time. I should allow more players to join it just to see more action happening.

Or maybe they don't wanna post cuz I'm a horrible GM
 

Diagasvesle

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Re: Dark Gate OOC Thread

For a four player thread, I sure can leave it alone for a long time. I should allow more players to join it just to see more action happening.
I'm waiting for Others to post in for the actions. *Blarg and Guan Yu.*
 
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Tassadar

Tassadar

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Re: Dark Gate OOC Thread

For a four player thread, I sure can leave it alone for a long time. I should allow more players to join it just to see more action happening.

Or maybe they don't wanna post cuz I'm a horrible GM
Multi-person threads generally require less GM attention, in my experience. I generally get to leave Fluffy Tails and the Desert alone for weeks >.>
 

Mamono Assault Force

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Re: Dark Gate OOC Thread

Then I need to add NPC's for the more active players to interact with or something.

Vesticle reports to me that Blarg and Guan are apparently massive slackers.

Full Metal Fairy will punish them for this.
 

Diagasvesle

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Re: Dark Gate OOC Thread

Then I need to add NPC's for the more active players to interact with or something.

Vesticle reports to me that Blarg and Guan are apparently massive slackers.

Full Metal Fairy will punish them for this.
Could you edit the post where the fairy gives more then a flick to Eeyie's ass :3? (As long as its not permanent damage, its good.)
 
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Tassadar

Tassadar

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Re: Dark Gate OOC Thread

Potential but not yet implemented rules changes!

Forgot about that haf thanks for the reminder. I changed it so its now +12 along the lines of magical accuracy.

Talent suggestion Succubus

Seductive

Grants +12 to the users resistance checks on Charm, Siren song, Stunning gaze, and Enthrall.
This seems like a good idea.


Making some Aptitudes!
Firstly!
Swift Empowerment - The character may activate a Spirit Buff Power as a move action for double the activation cost.


Secondly, I'm making unique ones for all of the assorted branches, but need some assistance on balancing/suggesting new ones. Feel free to herpderp up a storm.

Engineer: Assembled Contraptions can gain any of the following bonuses at creation time at a cost of 1 EP each: The Pain Resistant, Quick, Hard Hitter, Skill with Contraption Attack, or Sniper Talents, or the Rapid Shot or Flurry of Blows Skills. Chemical Splash ignores non natural AV and deals damage to armor as if it had a DU of 1. Mine and Grenade can be used to cause the target X damage to Speed or Resistance by paying an additional 3 EP at the time of use, or both for 6 EP. (This occurs BEFORE any Resistance checks that the creature might have to make for this power.) Reshape can be used in combat as the Animate power, but only using its binding version. Transformation allows the user to go up to three times any given stat. Seals automatically hit.

Ice Wizard: The character may choose to exclude creatures from Aurora by paying 1 additional activation EP per 2 creatures. The cold damage from Frost Armor, Ice Lance, Polar Binding, and Rimewind Blast treat Immunity to Cold as only resistance to the first 20 damage. Blood Freeze does 4X damage instead of 3X even on a failed check. A character may summon multiple Yetis at once with the Summon Yeti power.

FarSeer: Attacks made with Starblade and Starbeam ignore non-natural AV and Dodge bonuses from shields. The activation costs of Scrying, Void Touch, and Meteor are all decreased by 2. Astrologer's Boon can be used to restore PP or HP in addition to EP, and Astral Wings allow flight at three times the character's Speed.

Daemon: I... Have no idea, actually.

Demonsummoner: Devil's Lightning and Hellfire Blast ignore resistances to their damage and deal damage to creatures immune to Elecricity or Fire damage as if they only had energy resistance 20. The character may pay an extra 4 EP when using Gorgon's Gaze to gain a +10 bonus to Resistance and their attack roll with the power. The activation cost of Form of the Swarm and Vampiric Futanari are decreased by 2 each. You may pay an additional 2 EP when summoning demons of tiers 1 or 2 using the Summon Demon power to ignore their secondary prices, and may summon demons from different tiers at the same time.

Dragonborn: Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose a Resistance check against the character, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold, and Dragon's Pride can additionally be used at any time that the character could not normally activate powers for an additional cost of 2 EP. Dragon's Ferocity can be made to deal an additional 2d8 Fire damage by paying 2 EP when it is activated. Dragon's Ferocity ignores Fire Immunity and all resistance to fire. The dragons summoned by Summon Dragon gain an additional +10 to all three of their base stats, and +8 AV.

(these next three are from Hafnium)

Deathspeaker: Animate may be used to animate multiple corpses in a single round for 2 additional EP per corpse, but bodies animated this way don't gain the +10 body bonus. Aspect of Spirit may now be cast and maintained in order to debuff a target using any of the options as per normal, but at half value (i.e. 4X becomes 2X as a debuff). Call spirit may now be used to summon daemons as per the Summon Daemon power, but the minimal EP cost is 5 and daemon summoning costs will generally be higher. The character may now forsake the healing from Life Leech and instead choose to gain 1/2 the X value in EP if it kills a target. The character may pay an additional 3 EP when using Puppeteer in order to halve all damage done to Puppeteer HP.

Psionic Might: The character may use 4 extra EP in order to boost their resistance by 10 when using Mind Worm, Empathy or Telepathy. Mind Cutter completely ignores AV. The character may use telekinesis's first option directly against a target creature or character, but must win a Resistance check in order to move them and does not deal damage to them unless they strike something else. The character may upkeep Pyrokinesis's X value following successfully hitting a target in order to deal the original X value in damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target who leaves line of sight.

Nightstalker: When using Dark Armor, the character may choose to gain any of the following for 3 EP each: Tentacles, Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis), or become capable of phasing through walls (as per Phasing), in addition they automatically gain access to the Sneak and Shadow Striker skills. When wielding Death Whip and in a grapple, the character may spend 2 EP in order to use Stranglehold for a round, this costs 2 EP each time it's used. The character may use Patch of Darkness or Shadowstalker as a move action for double the cost. When rupturing shadows scores a killing blow, the shadows will immediately become a mirror image of the target (mechanically this summon will have stats as if they were animated, as per the necromancer power, and will behave as such). For an additional 3 EP, targets of Piercer can be forced to make a resistance check against the character or gain Weakened.


I'm still missing Holy Mage, though that one would be thematically similar to Demonology, as well as Daemon, Spirit Warrior, and Druid.



I just got had a brainfart that I thought might be moderately interesting. Might make an interesting impact on the world, and explain certain occurrences within the DG realm(I think). Thoughts?

Special Mutation:

Anthropomorphized
This creature was once a non-humanoid. He/She is now of a more human likeness; Mostly in shape, but also partially in thought.

Ritual:

Anthropomorphisation
Ritual Cost: 150 Denarii or one sacrifice, 14 EP+
Ritual Time: 10 hours
Ritual Requirements: Warp Shell Spirit Power, A living non-humanoid target who is either willing or helpless.

Description: The target will gain the Special Mutation Anthropomorphized, and become humanoid. For each 2 feet of difference in size(Width and Height) the cost will increase in EP by 2. Furthermore, the target will suffer a body/2 penalty to their body stat for a full week as they adjust to their new form. This does not affect their HP stat as a consequence, which will remain the same. If the target had no gender, or used a non-humanoid form of reproduction, they will receive a gender at the GM's discretion, as well as human reproductive compatibility. If the target was non-sentient before the ritual, they will suffer a Mind/2 penalty to their Mind stat until they are adjusted to sentient humanoid life(At the GM's discretion), which is generally accomplished through a mentor or teacher.
This will probably get in. Probably.


There was other stuff I wanted to do, but I forgot about it. >.<
 

Hafnium

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Re: Dark Gate OOC Thread

Note: there are some fixes that I intended to do to the ones I suggested. They're below.

Deathspeaker: Animate may be used to animate multiple corpses in a single round for 2 additional EP per corpse, but bodies animated this way don't gain the +10 body bonus. Aspect of Spirit may now be used on a target and maintained in order to debuff that target using any of the options as per normal, but at half value (i.e. 4X becomes 2X as a debuff). Call spirit may now be used to summon daemons as per the Summon Daemon power, but the minimal EP cost is 5 and daemon summoning costs will generally be higher. The character may now forsake the healing from Life Leech and instead choose to gain 1/2 the X value in EP for every killing blow it makes. The character may pay an additional 3 EP when using Puppeteer in order to halve all damage done to Puppeteer HP.

Psionic Might: The character may use 4 extra EP in order to boost their resistance by 10 when using Mind Worm, Empathy or Telepathy. Mind Cutter completely ignores AV. The character may use telekinesis's first option directly against a target creature or character, but must win a Resistance check in order to move them and does not deal damage to them unless they strike something else. The character may upkeep Pyrokinesis's X value as a free action following successfully hitting a target in order to deal the original X value in damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target who leaves line of sight.

Nightstalker: When using Dark Armor, the character may choose to gain any of the following for 3 EP each: Tentacles, Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis), or become capable of phasing through walls (as per Phasing), in addition they automatically gain access to the Sneak and Shadow Striker skills. When wielding Death Whip and in a grapple, the character may spend 2 EP in order to use Stranglehold for a round, this costs 2 EP each time it's used. The character may use Patch of Darkness or Shadowstalker as a move action for double the cost. When rupturing shadows scores a killing blow, the shadows will immediately become a mirror image of the target (mechanically this image will have stats as if they were animated, as per the necromancer power, and will behave as such). For an additional 3 EP, targets of Piercer can be forced to make a resistance check against the character or gain Weakened.
 

SirOni

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Re: Dark Gate OOC Thread

Demonsummoner: You may pay an additional 2 EP when summoning demons of tiers 1 or 2 using the Summon Demon power to ignore their secondary prices, and may summon demons from different tiers at the same time.
And with this Lani will once again be able to mass summon demons. Now to bump her spirit ceiling up.
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

Nightstalker: The character may use Patch of Darkness or Shadowstalker as a move action for double the cost.
Welp, there goes another 16 of Spidertank's exp.

Also, I vote changing Ice Wizzad to and Psionic Might to BRAINHULK.

I'm kinda sad BRAINHULK only gets resistance bonuses to my favorite powers (Telepathy, Mind Worm, Empathy, etc - yon ones that don't really have an outward manifestation, and manifest purely in ye brains), though I guess resistance bonuses are always good - especially since you can't EP hurrpump them anymore.

I totally suggest consciousness scanning within so-many feet for Telepathy since I keep trying to do that, and/or subtler, unnoticeable, minor-thought mind reading; thought theft and/or suggestion implantation if that isn't a thing for Mind Worm, and perhaps Mass Empathy or something, though that sounds hilariously broken.
 

Hafnium

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Re: Dark Gate OOC Thread

Honestly, I was just lazy and figured what the hell, an easy 10 resistance boost for extra EP wouldn't hurt anybody's feelings. Feel free to throw your ideas in as replacements.

Suggestions for Holy Mage and Spirit Warrior.

Crusader: Holy Fire ignores resistances to its damage and deals damage to creatures immune to fire as if they only had fire resistance 20. The activation cost of Holy Wall is reduced by 2. Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 4 EP on activation and 2 EP upkeep after that. Lay on Hands may be used to increase a character's armor by 3X instead of its other functions, but with an X - 4 upkeep. When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a resistance check versus them or be stunned for the round, or may spend 3 EP per skill and usage to use any of the one-handed or two-handed mace skills (from the specific weapon skills category, as per a warrior). The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers at the same time.

Really Long Yellow Hair: For 3 additional EP on activation, Battle Aura grants a temporary HP pool of 3X when first activated. Instant Transmission and Flight cost 2 less EP to activate, and flight's upkeep cost is removed. In addition, Instant Transmission can be used in battle as a move action in exchange for doubling its cost. When activating Energy Blade, the character may choose to pick any warrior skills from the Heavy Weapons Specialist, Unarmed, Duelist, or Two Weapon Fighting trees for an additional 2 EP activation cost and 1 EP upkeep cost per skill chosen and can use them as if they possessed them normally until energy blade is deactivated. Energy Blast and Energy Wave now ignore 1/2 armor, any resistances that would affect their damage, and dodge granted by shields. Explosions over 20 EP now cause onlookers outside of the blast area to look into the crater and mutter "there's no way anyone could've survived that", at which point the smoke will clear and the character will stand amidst the rubble unscathed.

As you might expect, the second one could use a new name. And that last part might be a bit mechanically sketchy. >.>
 
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ranger

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Re: Dark Gate OOC Thread

Form of perfection might fit for the last one.
 

Termite

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Re: Dark Gate OOC Thread

Okay, math question.

Alex has Efficient Wielder and Soul's Strength as aptitudes. I'm thinking I want to use Draconic Transformation. That's:

+3X Attack Rolls
+3X Melee Damage
+3X Grapple
+X Armor

Which with Soul's Strength becomes:

+(3+1)X Attack Rolls
+(3+1)X Melee Damage
+(3+1)X Grapple
+(1+1)X Armor

Let's say I want to increase my Attack Rolls further through Efficient Wielder. Would it be calculated this way:

+(3+1+1)X Attack Rolls
+(3+1)X Melee Damage
+(3+1)X Grapple
+(1+1)X Armor

or this way:

+(3+1)X Attack Rolls
+(3+1)X Melee Damage
+(3+1)X Grapple
+(1+1)X Armor
+(1+1)X Attack Rolls

or can that extra bonus from Efficient Wielder only be used to choose a stat that isn't already a part of the power?
 
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Tassadar

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Re: Dark Gate OOC Thread

Curse you math! This seems like the sort of thing that might come up again and cause me to make a second ruling on it that might be different because I'm retarded, but for now go with the second one that includes the second instance of attack as a separate stat from the first one.
 

Mamono Assault Force

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Re: Dark Gate OOC Thread

No illusion my ass. That better not be the real Krig, cuz if it is, all of my hate on Tass.

SHE MADE A SACRIFICE MAN

YOU DON'T FUCK PEOPLE LIKE THAT MAN!
 
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Tassadar

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Re: Dark Gate OOC Thread

No illusion my ass. That better not be the real Krig, cuz if it is, all of my hate on Tass.

SHE MADE A SACRIFICE MAN

YOU DON'T FUCK PEOPLE LIKE THAT MAN!
You shouldn't underestimate my cruelty.
 
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Tassadar

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Re: Dark Gate OOC Thread

Notes to Self:
Add:
Talent, Seductive: The character gets a +12 bonus to Resistance checks when using Enthrall, Charm, Siren Song, and Stunning Gaze.

Aptitude, Swift Empowerment - The character may activate a Spirit Buff Power as a move action for double the activation cost. The character may also increase the X value of active Buff Powers by paying the new activation cost without using an action.

Feat, Enchanter - The character may enchant their own magic items, treating the denarii costs of all enchantments as if it were halved. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 2 damage.

Feat, Herbalist - The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.

Skill, Superhuman Toughness - The character's natural AV is no longer ignored by attacks that ignore AV, and if the character has natural DR they treat it as one step lower rather than ignoring it completely, IE: A character with DR 1/2 would get DR 3/4, a character with DR 3/4 would get DR 4/5, etc.

Skill, Double Strike - The character may attack twice in one turn with a melee weapon if they take a -10 penalty to attack and a -8 penalty to damage. This skill cannot be combined with other skills that allow for multiple attacks.

Ritual, Slime Conversion - Turn someone into a slime.

Mutation, Natural Armor - Gain +4 AV, but cause all of the character's natural armor to be strong against one type of melee damage and weak against another. The types are listed in the armors section. Required Armored Skin.


Fix: Defensive Fighting with Shield Fighter when only using the shield bash, Shield Slam currently allows for a free +20 Dodge. Make item use require an explicit amount of time, currently set at a move action. Finish Templates, remove the Elementalkin race entirely. Make the ruling I did for combining Efficient Wielder and Soul's Strength official somewhere. Make each of the elemental damages do something unique as opposed to just being a pure disadvantage cuz resistances and immunities. Fiddle with the statuses a little bit. Reduce Grandmaster to working only against non-natural AV. Make ranged attack sneak attacks not auto-hit, give like a +10 bonus to hit or something instead. Change the penalty to casting while penetrated so that it also occurs when the character is the penetrator. Make the Animate Dead ritual cooler. Look over all of the rituals and fix them so that they line up with all the changes.

Elements Idea:
{EL} - Electricity/Lightning. Ignores the Dodge bonus from shields.
{HF} - Heat/Fire. Creatures take a -1 penalty to all non-damage rolls for all actions during their turn for every 10 points of damage of this type that they've taken that turn.
{F} - Force. Treated as if it were bludgeoning damage if such would provide an advantage against AV, and is generally nonlethal unless fluffed otherwise.
{C} - Cold. Ignores 1/2 of non-natural AV.

Change Telekinesis from this:
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.

To this:
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.
3) Move an object of a given size. The size limits and costs are equivalent to those in the Reshape Power under Alchemist.

Change Reshape from this:
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 2X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object three times the size of a human or less, X = 2. For an object up to nine times the size of a human or less, X = 3. If the character is attempting to bind a helpless creature, the DC to escape the binding is equal to 15X + 10.

To this:
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 3X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object twice the size of a human or less, X = 2. For an object up to four times the size of a human or less, X = 3. For an object up to eight times the size of a human or less, X = 4. Larger objects cannot be reshaped.
-If the character is attempting to bind a helpless creature, the character pays 3X and the DC to escape the binding is equal to 15X.

Change Reflector from this:
Reflector
The character creates an energy shield the rebounds an energy based attack back at its user.
-The character chooses one of the following:
1) The character pays 5 EP.The next time that a Spell or Power would hit the character, it's reflected back at its sender unless the original caster wins a Resistance check against the character, in which case the barrier and the attacking energy cancel out.
2) Instead, the character may pay X EP and X - 3 EP upkeep, and gain a barrier that absorbs up to 6X damage per round from Spells and Powers.

To this:
Reflector
The character creates an energy shield the rebounds an energy based attack back at its user.
-The character chooses one of the following:
1) The character pays 5 EP.The next time that a Spell or Power would hit the character, it's reflected back at its sender unless the original caster wins a Resistance check against the character, in which case the barrier and the attacking energy cancel out unless the attacking creature beat the character's check by 5 or more. Reflected attacks hit based on the attack roll used by the character using this power, and Black Dragon cannot be reflected.
2) Instead, the character may pay X EP and X - 3 EP upkeep, and gain a barrier that absorbs up to 6X damage per round from Spells and Powers.

Change Summon Nature's Ally from this:
Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost.
1) A gruff, satyr, nymph siren, or nymph sorceress will come to the character's aid for the same associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature, determined by the die roll. The creatures must be fed after combat.
4) A plant hulk will come to the character's aid for the cost of 10 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves at the cost of 4 EP per wolf. Like the normal wolves, these must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.

To this:
Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost. Note: Costs are determined randomly by the die roll, but the character may choose to take the minimum on this roll. Yes, corpses are sufficient food for beasts, assuming that the corpses are edible.
1) A gruff, satyr, warhound, nymph siren, or nymph sorceress will come to the character's aid for the same EP cost and associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature. Wolves must be fed after combat, and feral stalkers may be fed or be allowed to seed someone.
4) A plant hulk will come to the character's aid for the cost of 8 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves OR boars at the cost of 3 EP per wolf. Like the normal wolves, these must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.


Alchemist
Engineer: Assembled Contraptions can gain any of the following bonuses at creation time at a cost of 2 EP each: The Pain Resistant, Quick, Hard Hitter, Skill with Contraption Attack, or Sniper Talents, or the Rapid Shot or Flurry of Blows Skills. Chemical Splash ignores non natural AV and deals damage to armor as if it had a DU of 1. Mine and Grenade can be used to cause the target X damage to Speed or Resistance by paying an additional 3 EP at the time of use, or both for 5 EP. (This occurs BEFORE any Resistance checks that the creature might have to make for this power.) Reshape has it's maximum size cap removed (just keep doubling the size and increasing the cost multiplier by 1 to determine EP cost) and can be used in combat as the Animate power, but only using its binding version. Transformation allows the user to go up to three times any given stat. Seals automatically hit.

Boreal
Ice Wizard: The character may choose to exclude creatures from Aurora by paying 1 additional activation EP per 2 creatures. The cold damage from Frost Armor, Ice Lance, Polar Binding, and Rimewind Blast treat Immunity to Cold as only resistance to the first 20 damage. Blood Freeze does 4X damage instead of 3X even on a failed check. A character may summon multiple Yetis at once with the Summon Yeti power.

Celestial
Far-Seer: Attacks made with Starblade and Starbeam ignore non-natural AV and Dodge bonuses from shields. The activation costs of Scrying, Void Touch, and Meteor are all decreased by 2. Astrologer's Boon can be used to restore PP or HP in addition to EP. Astral Wings allow flight at three times the character's Speed.

Daemon
Still don't know.

Demonologist
Demonsummoner: Devil's Lightning and Hellfire Blast ignore resistances to their damage type and deal damage to creatures immune to Elecricity or Fire damage as if they only had energy resistance 20. The character may pay an extra 4 EP when using Gorgon's Gaze to gain a +10 bonus to their Resistance and attack roll with the power. The activation cost of Form of the Swarm and Vampiric Futanari are decreased by 2 each. You may pay an additional 2 EP when summoning demons of tiers 1 or 2 using the Summon Demon power to ignore their secondary prices, and may summon demons from different tiers at the same time.

Dragonfire Adept
Dragonborn: Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose a Resistance check against the character, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used at any time that the character could not normally activate powers for an additional cost of 2 EP. Attacks with Dragon's Ferocity can be made to deal an additional 2d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire. The dragons summoned by Summon Dragon gain an additional +10 to all three of their base stats and a +8 bonus to AV if an additional 3 EP is payed at the time of activation.

Druid
Not sure yet.

Holy Magic
Crusader: Holy Fire ignores resistances to its damage and deals damage to creatures immune to fire as if they only had fire resistance 20. The activation cost of Holy Wall is reduced by 2. Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 4 EP on activation and 2 EP upkeep after that. Lay on Hands may be used to increase a character's armor by 3X instead of its other functions, but with an X - 4 upkeep. When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a resistance check versus them or be Stunned for the round, or may spend 3 EP per skill and usage to use any of the one-handed or two-handed mace skills (from the specific weapon skills category, as per a warrior). The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers at the same time.

Necromancer
Deathspeaker: Animate may be used to animate multiple corpses in a single round for 2 additional EP per corpse, but bodies animated this way don't gain the +10 body bonus unless another 2 EP is payed per corpse. Aspect of Spirit may now be used on a target and maintained in order to debuff that target using any of the options as per normal, but at half value (i.e. 4X becomes 2X as a debuff), and a character using it on themselves may pay an additional 4 EP at activation and increase the upkeep by 1 to add an additional primary effect (the ones you get two of) or 3 EP and 1 upkeep for an additional secondary effect. Call Spirit may now be used to summon daemons as per the Summon Daemon power, but the minimal EP cost is 5 and daemon summoning costs will generally be higher. The character may now forsake the healing from Life Leech and instead choose to gain 1/2 the X value in EP for every killing blow it makes. The character may pay an additional 3 EP when using Puppeteer in order to halve all damage done to Puppeteer HP.

Psion
Brainhulk: The character may use 4 extra EP in order to boost their resistance by 10 when using Mind Worm, Empathy or Telepathy. In addition, the character with Telepathy may pay 1 EP and take an upkeep slot in order to read the surface thoughts of all nearby creatures. Mind Cutter completely ignores AV (but not DR.) The character may use Telekinesis's first option directly against a target creature or character, but must win a Resistance check in order to move them and does not deal damage to them unless they strike something else, and the size limit on the third option is removed (see Engineer.) The character may upkeep Pyrokinesis's X value as a free action following successfully hitting a target in order to deal twice the original X value in damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target who leaves line of sight.

Shadowmancer
Nightstalker: When using Dark Armor, the character may choose to gain any of the following for 3 EP each: Tentacles, Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis), or become capable of phasing through walls (as per Phasing), in addition they automatically gain access to the Sneak and Shadow Striker skills. When wielding Death Whip and in a grapple, the character may spend 2 EP in order to use Stranglehold for a round, this costs 2 EP each time it's used. The character may use Patch of Darkness or Shadowstalker as a move action for double the cost. When rupturing shadows scores a killing blow, the shadows will immediately become a mirror image of the target (mechanically this image will have stats as if they were animated, as per the necromancer power, and will behave as such). For an additional 3 EP, targets of Piercer can be forced to make a resistance check against the character or gain Weakened.

Spirit Warrior
True Inner Strength: For 3 additional EP on activation, Battle Aura grants a temporary HP pool of 3X when first activated, and always makes one immune to sneak attacks. Instant Transmission and Flight cost 2 less EP to activate, Instant Transmission may be used as a move action for double the cost, and Flight's upkeep cost is removed. When activating Energy Blade, the character may choose to pick any warrior skills from the Heavy Weapons Specialist, Unarmed, Duelist, or Two Weapon Fighting trees for an additional 2 EP activation cost and 1 EP upkeep cost per skill chosen and can use them as if they possessed them normally until energy blade is deactivated. Explosion, Energy Blast, and Energy Wave now ignore 1/2 of any AV or resistances that would affect their damage and gain a +10 bonus to Resistance checks made to determine whether or not they would be reflected, avoided, or countered.
 
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Unknown Squid

Aurani's Wife
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Re: Dark Gate OOC Thread

Moar facehuggers?

Offering the slither for review and nefarious deeds.
Template: Facehuggers

Body: 12
Mind: 2
Spirit: 2

Hit Points (HP): 14
Pleasure to Orgasm (PP): 9
Spirit Energy (EP): 9
Speed: 19 (flying)
Dodge: 18
Armor: 0
Resistance: 6
Perception: 11
Stealth: 24
Grapple: 24
--------------------------------------------------------------------
Monster Name: Gemini Slither
Monster Type: Alien
Monster Class: None
Differences from Base Creature:
(Extra Hard to Hit Talent for total of 28 Dodge.)

Talents:
-Grapple Expert (+12 grapple)
-Quick (+8 Speed)
-Hard to Hit x2 (+20 Dodge)
-Sneaky (+8 Stealth)
-Stealthy: The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (after armor) on all attacks.

Skills:
-Brawler (Passive)

Mutations:
-Alien
-Supernatural
-Aphrodisiacs 1d6

Special:
Slime shot: Launches a spittle of aphrodisiac slime at a distance of up to 20 feet, inflicting 1d6 resistance damage on a hit. This requires an attack roll to hit, but has a racial bonus of +40, giving a total of +52 to hit.

Description: Distinct from the Skyrays, but a clear member of the same family, Slithers are akin to flightless versions of the opportunistic rays, trading the broad manta winged body for six flattened tentacle like legs instead. They exist largely for the same purpose as their flying brethren, drawn to any potential victims that appears vulnerable. Attacking fearlessly where ever there is a chance that they might be able to spread the mind and soul polluting taint of their kind, and ideally spawning more of their own in the process. Their methods of attack range from hanging silently on ceilings before dropping, to simply coiling back and leaping.

Whilst they are unlikely to take or be assigned deliberate action in Gemini operations, they are known to “hitch hike” along with other Gemini, found clinging to the backs of juggernauts and nestled among the tendrils of grabbers. Their short legs having a considerable suction power that allows them to stick to most surfaces. Alone they are incredibly simplistic creatures, with little intellect. In groups they can at times demonstrate a degree of natural co-ordination, making their movements and actions as one. Whilst individual Slithers may well back off and hide from intimidating targets, once enough of them gather together it is only a matter of time before they pounce. One unique minor trick that Slithers have that their flying cousins do not, is the ability to accurately shoot their aphrodisiac slime like cum over a short distance.

Special: A character that is grappled via the face by a Slither will be unable to see and thus count as blinded.



Updated Facehugger.doc
Formatting and stuff should be clean. Thought I'd add Brawler to the other two as well, since it fit their theme of being dirty opportunists. Threw a 'racial bonus' onto the slime shot ability to let it hit stuff. Wasn't sure what to categorise the shot ability as, so simply called it 'special'
 
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