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.