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| Singularity; A Gravity-based Telekinetic linked to Black Holes | |
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| Tweet Topic Started: Nov 15 2017, 06:12 AM (1,030 Views) | |
| PlotVitalNPC | Nov 16 2017, 06:27 PM Post #11 |
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As much as I want those spellbook purchases from Warp-touched, there is no way I could /not/ take Outcast. The simple fact is, it's possible to end up permanently stuck at 0 gravitons if you drain yourself and aren't able to address your anomalies, if you aren't an Outcast. |
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| Traskus | Nov 17 2017, 09:35 PM Post #12 |
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Spitball Wizard
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Not relevant to the thread, but I'm of the opinion that Exalts are exempt from warp corruption except maybe Chosen of chaos. The reasoning being that an exaltation shields you from a lot of stuff, so why not warp stuff? Though this falls apart when Insanity is part of the core game, taken from the same games... |
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| Scrapyard_Dragon | Nov 17 2017, 11:43 PM Post #13 |
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I mean, insanity exists in our, completely mundane world. You can explain madness with science, but warp shiz is weird y'know? |
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| SolaVentara | Nov 18 2017, 10:08 AM Post #14 |
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Change Log 3 Changed the replenishment mechanic for the Resource Stat to regain naturally, flavored to basically be the gradual replenishment of mass that was expelled when using abilities. Tweaked the Primordial Asset's ability augment to be more mechanically in line to what I imagined thematically, which was the initial impact bending gravity around it, delivering additional shockwaves to the victim. Changed the Outcast Asset to fall more in line with the new Resource Stat mechanic, being that it now is able to regen resource points easier from anomalies, while having a more difficult time without them, due to their natural starvation of materials. Nothing was changed about Minutia, but I thought of something that I wanted to express personally about it in regards to the resource regen working as it does now. Since Minutia limits how big anomalies can get, Minutias are at a net loss as to how many resource points they can regenerate and re-use, but the playstyle I had in mind was a more rapid and constant usage of Anomalies. They don't get nearly as big, and theres no reason to wait the full seven turns that the other assets would because their mechanic is fundamentally different. They have less reasons to spend a high amount of Graviton at once, and thusly the problem will work itself out. Of course, thats just my thought on it, and if popular opinion swings a different way I'll change it. As for Warp-touched, I feel like there are plenty of Exalts that have to do with being "corrupted" in some way. Edited by SolaVentara, Nov 18 2017, 10:10 AM.
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| SolaVentara | Nov 20 2017, 11:34 AM Post #15 |
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Change Log 4 Quick update. Changed Gravity Smash to Graviton Augmentation, and changed its function to a more prolonged combat buff as opposed to a singular augment. Also specified how much of a turn it takes to actually spend Gravitons. |
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| Konate | Nov 20 2017, 09:32 PM Post #16 |
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Some of the following suggestions are so that the rules-as-written match the rules-as-intended, because there are always going to be that guys. Others are my opinions on the abilities and are "how I would write them". Your resource can be worded better to play nicer with other abilities. Specifically, include cast times in the actual POWERS, as opposed to here. That way they can still spend them to generate reactions. As it's written, they can't do that since using any gravitons is at least a half action. I'll include wording that supports this going forward, and I recommend removing this clause entirely right here. To cleanse an anomaly, does the Singularity use just their TURN, or their entire ROUND, including not being able to use reactions? If it's a TURN, it should be phrased "Attempting to cleanse, and remove, an Anomaly takes a Full Action from the Singularity. They must attempt a Willpower test with a TN equal to 10 + (size in m^3 *5). If they succeed, the Anomaly dissipates." If it's a FULL ROUND, it should be phrased "Attempting to cleanse, and remove, an Anomaly takes a Full Round from the Singularity. They can not use Reaction Actions until the beginning of their next turn and must attempt a Willpower test with a TN equal to 10 + (size in m^3 *5). If they succeed, the Anomaly dissipates." I designed the Brutal trait to be self limiting. Why have it be locked behind power 5? If you think it deserves to be there, keep it there. I'm not going to stop you. But Graviton Augmentation is time-locked to 1 round. That being said, I suggest the following wording for the power as you have it: "As a half action, the Singularity can spend Graviton in order to empower their unarmed strikes until the beginning of their next turn. They gain +0k1 damage and +1 Penetration equal to the number of Gravitons spent. If the Singularity spends 5 Gravitons, their unarmed strike also gains the Brutal weapon property." However, I would suggest extending it until the end of their next turn, because right now they can only make 1 attack with it ![]() Unstable Grav-field has a lot of paperwork. I would instead suggest letting them spend 1 Graviton when using a Reaction action to increase their Static Defense by their Metamass for 1 round. This is self-limiting - you can only spend a number of Gravitons per turn equal to your Power stat, so you'll either max out at +25 static defense until the beginning of your next turn/the person's turn you spent those gravitons on/etc., or you'll be spending Gravitons for extra Reactions while also increasing your Static Defense. Total Control has some funky wording. I would instead phrase it: "You can spend Graviton to ready additional weapons, even if your hands are already full. You can wield 2 one-handed weapons, or 1 two-handed weapon, in this manner by spending 1 Graviton to ready these weapons. You can make attacks with these weapons as part of the Multi-Attack action, in addition to any other additional attacks you have. They still require their own Reactions." This forces a self-limiting clause, since each additional attack as part of a Multiattack Action requires Reactions anyway, and you only really have 1, maybe 2, to use on this action. So additional attacks already require you to spend Gravitons ![]() Kinetic Crush is missing some important information. Is it intended to be 2k2 I damage per graviton spent? I would suggest 2k1 I instead, otherwise it's fairly powerful for what it does. In the rewording below, I included a range as well. I would recommend some sort of roll, though. Your ability, reworded with a range and assumed increasing damage. "Choose a target within 15 meters. This ability deals 2k2 I damage per Graviton spent and has Penetration equal to your Metamass." My recommendation: "You can spend Gravitons to crush an enemy with gravity. Choose a target within 15 meters and make a Ballistics test with proficiency. This is treated as a ranged weapon attack. If you hit, you deal 2k1 I damage per Graviton spent, with Penetration equal to your Metamass. If the target is a vehicle, structure, or otherwise inanimate, it has double Penetration." Accretion Disk is pretty cool as a capstone! Your ability reworded: "The Strength of the Singularity's gravitational pull is so great that even its own anomalies begin to be affected. Select one active anomaly within 10m and make a Cleanse Anomaly test as described above. If you succeed, you do not remove the Anomaly. Instead, the Anomaly becomes centered on the Singularity in a disk instead of a cube, with a radius equal to half the anomaly's current size. It deals damage as normal to anyone who comes into contact with it. While using this ability, the Singularity does not take damage from the anomaly, is immobilized, and must spend 1 Graviton per turn to upkeep the Accretion Disk, but can not take any other actions. If the Singularity chooses not to upkeep the Accretion Disk, it dissipates as normal, and the Singularity gains a level of Fatigue equal to each Graviton spent to upkeep it." When I get time, I'll look at the assets. <3 Edited by Konate, Dec 13 2017, 01:34 PM.
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| Eisenritter | Dec 12 2017, 11:47 PM Post #17 |
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Old Iron Knight
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Do NOT use a single Characteristic multiplied to get a resource cap. It is possible to start the game with a Characteristic at 5, and that's even more likely to happen when it's such a useful Characteristic as Willpower. With this being similar to the Werewolf in terms of limit and recovery, I recommend a similar calculation of Level/Power Stat + (Characteristic 1) + (Characteristic 2). Also, why do we need to devote large chunks of time to spending Gravitons, exactly? You do know resource points see most of their use modifying skill rolls, right? And the Healing Surge action already has a time set. This seems like you're crippling the exalt for no good reason. Edited by Eisenritter, Dec 13 2017, 12:34 AM.
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| SolaVentara | Dec 15 2017, 09:31 PM Post #18 |
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Change Log 5: Better Wording Edition Many thanks to Konate for working out a lot of the technical wording. These corrections will hopefully help me out in the future as well. For starters, took the advice to remove the original clause. Makes more sense to have the turns on the abilities. Next, changed the wording on the Anomoly ability to be a full round. Its meant to be something that a character can potentially ignore without being too dangerous (depending on setting. Be careful on those spelljammers kids.) but if it DOES become a danger, it takes a bit more concentration to take care of. Thank you for the distinction between Turn and Round. Its important and I can't believe I didn't really know it... Addressing the Brutal trait, I intended to have it locked behind power 5 because of the fact that it's a pretty strong trait, and being self limiting as it is, I didn't want level one characters being able to just whip out a +3 weapon trait at their leisure. That being said, and also realizing that the Grav Aug power was the only one that still had a 5 graviton buff outside of the asset made for it, I've decided to get rid of it altogether, figuring it would be best left out. In addition to the previous change, cleared up the wording and changed it to the End of the next turn, because the concerns certainly made sense. For Unstable Grav-Field, it was moreso meant to be a combat buff applied on turn one, and if the combat drags on it becomes a decision for the user to either reapply or do something that may end up being more useful. That being said, I like it being a reaction buff, so I changed it to be stronger and last until the start of the next turn, letting it linger against any remaining attacks for the rest of that round. Total Control was really difficult to word in my head when I was making it, so thats really just a big thank you for being able to make sense of my gibberish. The suggested path was exactly how I wanted the ability to work, and so its been replaced accordingly. This change has brought about a bit of changing to the Outcast asset. Brought it more in line with the concept of said asset wielder's expertise in that particular ability. Kinetic Crush is meant to be a weak attack with armor shred, but thinking about the actual implication, and realizing that I hadn't even really bothered to stick a roll into it is kind of rediculous. I question my sanity frequently. Regardless, I tuned it down, while keeping the initial concept in mind. Took away any raw damage it does, and gave it a roll linked to it's patron magic field. Probably gonna need another nerf (?) so I'll keep an eye on it. Thanks for the compliment on Accretion Disk. I really wanted to make it interesting, and I appreciate the perfect rewording of it so that it falls in line with exactly what I wanted it to do. NOTE: Seeing as how I started this update just before the holidays kicked into full swing, I havent had the time to work on everything, and there were more suggestions made by Eisenritter a couple days ago I wanted to address, I held off publishing the update. I'll address the newest things that have been brought up. Taking everything suggested into account and putting two and two together, that probably was a poor decision on my part to make it a single Characteristic. Thusly, its been changed to Power Stat+Willpower+Composure. As for spending large chunks of time on the Anomolies, I think that was dealt with in the above change, making graviton spendature normalized instead of having a flat turn usage across the board. Thanks for continuing to assist with my project so much. Its great to get feedback from everyone. |
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| Eisenritter | Dec 15 2017, 09:41 PM Post #19 |
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Old Iron Knight
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Warp-touched can be renamed as Crystalline. Not only does this maintain a mildly obscure reference (Spacegodzilla), it allows all the assets to have a similar roll off the tongue when named. For Supermassive asset and/or further tanking in general, you might also consider the use of a Void Shield, which nosells any ranged attack without sufficient Penetration. Also, stickiness: You're a goddamn black hole, why don't you have an ability to keep someone dumb enough to get into your grill right there? |
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