User:Evilross: Difference between revisions
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= Current house rules for Kanlaoise | = Current house rules for Kanlaoise = | ||
* Quickness - Gives additional pass action and 10 IV | * Quickness - Gives additional pass action and 10 IV | ||
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* Warrior -> Completely replaced but players can use current version | * Warrior -> Completely replaced but players can use current version | ||
= Changes to Fatigue | == Changes to Fatigue == | ||
Fatigue is much more dynamic and drives most combat actions, including damage mitigation. | Fatigue is much more dynamic and drives most combat actions, including damage mitigation. | ||
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* EN can be converted to FT by taking Strain damage | * EN can be converted to FT by taking Strain damage | ||
== Damage | == Damage == | ||
* All damage is EN damage | * All damage is EN damage | ||
* EN damage can be soaked with FT | * EN damage can be soaked with FT | ||
| Line 42: | Line 42: | ||
* Critical hits ignore armour | * Critical hits ignore armour | ||
= Warrior | = Warrior = | ||
Warriors get the following special abilities | Warriors get the following special abilities | ||
* Multihex strike | * Multihex strike | ||
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.