User:Evilross: Difference between revisions

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Ross also GMs the area of [[Tuscana]] which can be found as number 5 on the [[New Maps|new map]].  He current lives in [[London]].
Ross also GMs the area of [[Tuscana]] which can be found as number 5 on the [[New Maps|new map]].  He current lives in [[London]].
= Current house rules for Kanlaoise =
* Quickness - Gives additional pass action and 10 IV
* Slowness - Reduces AG by -1 / 4 Ranks plus -10 IV
* Phantasm - Like spectral warrior, dispel is Rank v Rank
* Undetectable - Undetectable while stealthing
* Transmutation - Back to Molecular Rearrangement
* Light - All light spells are point sources, not volumes
* Dark - Works like a fog
* Celestial two sub colleges: The Sun, Truth and Revelations and Darkness and the Night's Sky.  Star and Shadow don't exist.
* Illumination -> Special
* Chasimatic Aura -> Special
* Hands of Earth -> Instant Duration
* Water -> 13 MA College (Mage current, Nagivation, Ship Strength, Summon Aquatic Life & Wave control all specials)
* Herbalist -> Cannot be magically preserved
* Warrior -> Completely replaced but players can use current version
== Changes to Fatigue ==
Fatigue is much more dynamic and drives most combat actions, including damage mitigation.
* No FT barrier
* Fatigue automatically regenerates at 1 / Pulse
* Can regen additional fatigue at EN/20 rounded up as a pass action
* All multi-target spells cost 1 FT for general, 2 FT for special per additional target
* All attacks cost FT
* EN can be converted to FT by taking Strain damage
== Damage ==
* All damage is EN damage
* EN damage can be soaked with FT
* Armour reduces physical damage (and potentially elemental magical damage)
* Endurance hit is half armour
* Critical hits ignore armour
= Warrior =
Warriors get the following special abilities
* Multihex strike
* Two weapon attack
* Unarmed kick
* Shield bash
* Cobra strike: +5 IV
* Extra pass
* Precise strike: +10SC -1DMG / FT
* Weapon familiarity
* Massive Attack: Half SC but maximum damage
* Whirlwind: Hit all surrounding hexes at half damage, -20 DEF -20SC
* Sweep attack: Multihex with single hand B-class or C-class
* Strain
* Titan Strength: +2 PS / 1 FT up to current PS
* Sprint: 1 Hex / FT up to TMR
* Dodge: Avoid tramples spending 2FT / AG multipler
* Knock back: Force opponent back, half damage
Warriors get to stack up to Rank/2 (unlimited at Rank 10) abilities per pulse but can only make a maximum of two attacks.

Latest revision as of 20:22, 24 November 2014

Ross plays the characters:

Ross also GMs the area of Tuscana which can be found as number 5 on the new map. He current lives in London.


Current house rules for Kanlaoise

  • Quickness - Gives additional pass action and 10 IV
  • Slowness - Reduces AG by -1 / 4 Ranks plus -10 IV
  • Phantasm - Like spectral warrior, dispel is Rank v Rank
  • Undetectable - Undetectable while stealthing
  • Transmutation - Back to Molecular Rearrangement
  • Light - All light spells are point sources, not volumes
  • Dark - Works like a fog
  • Celestial two sub colleges: The Sun, Truth and Revelations and Darkness and the Night's Sky. Star and Shadow don't exist.
  • Illumination -> Special
  • Chasimatic Aura -> Special
  • Hands of Earth -> Instant Duration
  • Water -> 13 MA College (Mage current, Nagivation, Ship Strength, Summon Aquatic Life & Wave control all specials)
  • Herbalist -> Cannot be magically preserved
  • Warrior -> Completely replaced but players can use current version

Changes to Fatigue

Fatigue is much more dynamic and drives most combat actions, including damage mitigation.

  • No FT barrier
  • Fatigue automatically regenerates at 1 / Pulse
  • Can regen additional fatigue at EN/20 rounded up as a pass action
  • All multi-target spells cost 1 FT for general, 2 FT for special per additional target
  • All attacks cost FT
  • EN can be converted to FT by taking Strain damage

Damage

  • All damage is EN damage
  • EN damage can be soaked with FT
  • Armour reduces physical damage (and potentially elemental magical damage)
  • Endurance hit is half armour
  • Critical hits ignore armour

Warrior

Warriors get the following special abilities

  • Multihex strike
  • Two weapon attack
  • Unarmed kick
  • Shield bash
  • Cobra strike: +5 IV
  • Extra pass
  • Precise strike: +10SC -1DMG / FT
  • Weapon familiarity
  • Massive Attack: Half SC but maximum damage
  • Whirlwind: Hit all surrounding hexes at half damage, -20 DEF -20SC
  • Sweep attack: Multihex with single hand B-class or C-class
  • Strain
  • Titan Strength: +2 PS / 1 FT up to current PS
  • Sprint: 1 Hex / FT up to TMR
  • Dodge: Avoid tramples spending 2FT / AG multipler
  • Knock back: Force opponent back, half damage

Warriors get to stack up to Rank/2 (unlimited at Rank 10) abilities per pulse but can only make a maximum of two attacks.