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Shadows of Nar Eurbrikka — Introduction and Discussion
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
I don't see why not, personally....they let any mutant freak join the Rebellion these days... -
-No, I'll probably make note of that somewhere. -I got the idea from Wild Mind of the Regulator class, and mostly because I couldn't think of much else for another job trait. I considered something similar to Craftsmanship, like being able to examine weapons and their make thoroughly, but I can't imagine how much use that would get.
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It's not contradictory, it uses the ether and defense removed as weapon power, why would it be set up so that it's useless? I admit the Shield is a bit lacking, but I couldn't think of much else beyond crippling an enemy support healer/mage or tank, but under the right circumstances it's a big game-changer. Perhaps the damage halved by Magical Resistance should include elemental damage, like the actual effect...not sure about dealing elemental attacks. The idea is that the class is built to destroy enemies that rely on magic, which I guess could be extended to elemental damage too. Plus, they still have that multiplier to Demon and Holy types. Inquisitor admittedly isn't the strongest class, but there's a lot to go. This next one....has the best chance of being submitted as an actual Expert Class, so I'm particularly interested to hear opinions about it. I had a dual-wielding class idea a long time ago, but Sandy's Tao Warrior class for Jun streamlined the concept, so I've used the rolls from that instead. This class is also made for raw damage, but with a lot more versatility. Again, I'm not entirely satisfied with the Shield here. Any thoughts on it? MARAUDER These swift strikers deal several rapid, precise blows at once to keep enemies at bay. · Additional Health: +10 · Weapons: Marauders use a pair of light, one-handed weapons, such as daggers, longswords, maces, and whips. It must be specified which weapon is primary and which is secondary. · Job Traits: Flee: (See Rogue), Natural Respite: (See Barbarian), Fighting Edge: The marauder can deal a Free Hit with each weapon equal to each individual weapon power to two different opponents in the first round of battle in addition to their chosen action. · Battle Style: Dexterous – Marauders can target up to two enemies at once to swiftly eliminate. 1. SHIELD: Skewer: The marauder impales both targets with both weapons at once, dealing damage equal to twice their weapon power added to their level with both weapons to both opponents. In addition, any negative effects either opponent has is shared with the other. (((WP: 15 (Primary Weapon) x 2) + level 30) + ((WP: 10 (Secondary Weapon) x 2) + level 30) = 110 damage to each opponent.) 2. CRITICAL DUAL HIT: The marauder attacks two targets with strength equal to twice their weapon power added to their level. The first target will receive damage from the primary weapon, and the second target from the secondary. The marauder can choose to attack one target twice. ((WP: 15 (Primary Weapon) x 2) + level 30 = 60 damage to first target; (WP: 10 (Secondary Weapon) x 2) + level 30 = 50 damage to second target, or 110 damage to single target.) 3. DUAL HIT: The marauder attacks two targets with strength equal to their weapon power added to their level. The first target will receive damage from the primary weapon, and the second target from the secondary. The marauder can choose to attack one target twice. (WP: 15 (Primary Weapon) + level 30 = 45 damage to first target; WP: 10 (Secondary Weapon) + level 30 = 40 damage to second target, or 85 damage to single target.) 4. RIPOSTE: The marauder deflects the first target’s attack, causing damage equal to its level to the second target. 5. DUAL DAMAGE: The marauder is struck by both opponent’s attacks. If there is only one opponent, it will attack twice. Both attacks stack before row and SP is taken into account. 6. DUAL SPECIAL DAMAGE: The marauder is struck by both opponent’s special skills. If there is only one opponent, it will use its special skill twice, if applicable.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Thirteen of Round Two >Sylph seal Difur - Failure (-1 ether) >Sylph vs. Difur (Shrapnel Bow) - Shield: Roots of Life (34 health restored to all allies, all negative effects removed, -1 ether) >Pretzel vs. Feldorin (Flying Cross) - Shield: Guardian Angel (Party protected from damage and negative effects next round) >Pretzel vs. Reg (Flying Cross) - Hit (24 x 2 - 4 = 44 damage) Dreyrugr vs. Difur (Muckraker) - Mortal Hit (31 - 8 = 23 damage) >Nessa vs. Feldorin (Silver Crossbow) - Shield: Tripleshot (23 x 2 = 46 damage to Feldorin, 38 to Difur, 42 to Reg) >Nessa vs. Reg (Silver Crossbow) - Critical Hit (31 x 2 - 4 = 58 damage) Erik vs. Feldorin (Titanic Axe) - Extra Critical Hit (47 x 2 = 94 damage, Feldorin KO'd) More plants continue growing out of the walls, heralding the arrival of Pretzel's angel. He and Nessa both charge down Reg, while Dreyrugr keeps Difur busy and Erik eliminates Feldorin. Enemies Difur Roars. Level 21 Humanoid Health: 157/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Reg Goldjaw *Favoring Sylph* "Agh...looks like it's just you and me again, pal....always knew we'd go down fighting, eh...?" Level 25 Humanoid Health: 134/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 3/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *Hastened* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 40/40 Ether: 10/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
Awesome. Two scum in a single night. That's how we catch these bastards. You make a good point about Benvolio, Margaret. His inactivity and overall uselessness have had him on the edge of my radar since Day One, but looking at it as a whole....he's seriously done nothing. I'd like to hear what he's got to say for himself. Slips leash around Margaret's neck and starts brushing her hair.
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"I know it'll take time, but it'll still save us a lot. Afraid not, mate, so try and be careful when ya' attack him. If things go bad, we can still pick ya' up."
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"Good round, mates," complimented Atramor, ignoring the poison coursing through his bleeding arm, knowing it'd be nullified soon enough by the power of the court. "I've got a plan to handle the rest. I'll hit the Scorpion with the Pheles Rod in the back row. Then, Tesni would be best to attack Sacred Water with Mellt, Nagure attacks the Rainbow Tiger, and Lee can take down the Demon King, while . After that....every single automaton should attack the God of Death from the front row." His eyes narrowed at the enemy party. "If our luck is bad enough, I'll be able to doom all but him, the Demon King, the Living King, and the Tigress, which'll speed things along significantly. Once that's all taken care of, I'll switch to Conspirator and attack the Strategist. Lee can attack the Living King then, Benji can shoot the Conqueror and Touching the Sky, Tarn can go for the Judge and the Physician, and Thalion can cast a spell at the Pilgrim. I'll take 4 damage and Nagure 6 from the free hits. How's that?" Without waiting for an answer, Atramor took a swing at the Twin-Tailed Scorpion with the Pheles Rod from the back row, then stabbed violently at the Strategist with Conspirator, also from the back row. If this works, we're talking over a dozen Stars down at once.
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Atramor stumbled backward from the force of the Twin-Tailed Scorpion's venomous sting. He opened his mouth to relay his thoughts to the party, but instead found a scrap of parchment floating unmovingly in front of him. He grabbed it, skimmed it, scribbled his name down, and let it float off again.
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My advice is to target the enemies with the most hilarious, complex, and above all, overpowered Specials imaginable. There's a reason Zepher doesn't have OHKO Specials anymore.
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Yep. There's always a bigger Witch. Gonna miss Special Mirror and the army of seaweed and rat minions.
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Shadows of Nar Eurbrikka — Avenger (Imperial Headquarters)
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
Sir, I'm concerned about our insurance premiums. I'm happy to die for the Empire, but at these rates I'll have to throw myself over the edge of one of these neat railing-less abysses we keep building our bases around if I want to make it worth it. Can you ask some of the other officers to avoid getting strangled to death by Lord Vader so often? -
I'll have to think on how to switch up the Shield, then. Next class is based around decimating ether-using opponents, which I'm glad to see are starting to become more commonplace. I know it's not terribly unique, so I'm hoping it stands reasonably enough on its own. INQUISITOR These sinister executioners will go to any lengths to crush magical and divine opposition. · Additional Health: +10 · Weapons: Inquisitors make use of various cruel weapons such as longswords, throwing weapons, maces, whips, staves, and halberds. · Job Traits: Magical Resistance - Inquisitors take half damage from ether-based attacks, Intimidation - (See Black Knight/Berserker), Divine Execution - Inquisitors deal double damage to Holy and Demon-type monsters by default. · Battle Style: Mundane: Inquisitors are masters of leveling the playing field. 1. SHIELD: Gift of Mortality: The inquisitor strips their target of defense and ether permanently, and deals damage equal to five times their weapon power added to the opponent’s defense and ether, then added to their level. (((WP: 15 + 10 ether + 10 defense) x 5) + level 30 = 205 damage.) 2. CRITICAL FINITE HIT: The inquisitor deals damage equal to twice their weapon power added to the target’s current ether, then added to their level. (((WP: 15 + 10 ether) x 2) + level 30 = 90 damage.) 3. FINITE HIT: The inquisitor deals damage equal to their weapon power added to the target’s current ether added to their level. (WP: 15 + 10 ether + level 30 = 55 damage.) 4. INVIGORATE: The inquisitor draws enough health from the target to restore themselves to full health. In additions, the inquisitor transfers any negative effects they have onto the target. 5. DAMAGE: The inquisitor is struck by the opponent’s attack. 6. SPECIAL RETRIBUTION: The inquisitor is struck by the opponent’s special skill, but then marks the opponents as favored, dealing triple damage to it whenever damage is dealt. Only one target can be favored at a time.
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Shadows of Nar Eurbrikka — Introduction and Discussion
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
I if I had to wager a guess, I'd think more planets would become available/change hands throughout the events of the episodes. I'm almost sure Endor would show up eventually in any case. -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Twelve of Round Two >Sylph blinds Feldorin - Failure (-1 ether) >Sylph blinds Feldorin - Failure (-1 ether) Pretzel vs. Feldorin (Heavy Flail) - Hit (28 damage, Feldorin frail) >Pretzel vs. Feldorin (Flying Cross) - Hit (24 x 2 x 2 = 96 damage) Dreyrugr vs. Difur (Muckraker) - Shield: Arrogant Prick (70 damage, 25 gold and Grand Potion stolen, Difur weakened) >Nessa vs. Reg (Silver Crossbow) - Critical Hit (31 x 2 - 4 = 58 damage) >Nessa vs. Little Red (Silver Crossbow) - Aim (8 x 2 = 16 damage) Erik vs. Little Red (Twin Axe) - Extra Critical Hit (29 x 2 = 58 damage, Little Red KO'd) Pretzel delivers a crushing blow to Feldorin, and flies his broomstick right into the wound, to devastating effect. Dreyrugr stabs Difur in the back as Nessa shoots at Reg and Little Red. Erik slams the pommel of his axe into the latter's head, sending her in a crumpled heap to the floor. Enemies Feldorin the High Elf "BUT BUT BUT-!!!!!" Level 23 Humanoid Health: 83/432 Special I: Party Time – Feldorin consumes a random consumable from his inventory and gains its effects. Special II: Flying High – Feldorin goes on a rampage, attacking the target and having a 1/3 chance to attack each person in battle. Any effects from consumables he has are removed. Used when under the influence of any effects from consumables. Drops: Nothing Immune to asleep, stunned, and slowed. Difur Roars. Level 21 Humanoid Health: 218/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Reg Goldjaw *Favoring Sylph* "Mercutio damn it! Keep it up, both of you!" Level 25 Humanoid Health: 278/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 3/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* *Stunned* Level: 18 Power Bonus: 0 Defense: 9 Health: 23/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *Hastened* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 40/40 Ether: 12/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
You might want to put that in the FAQ then, I've always counted it as one Free Hit per turn, not per hero.
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Every positive effect is an additional multiplier, though. It's a massive amount of damage. Plus I needed to balance it, otherwise they'd just give every member of the party every positive effect.
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Interesting thoughts. I like the ideas. I'm thinking Encouraged > Hastened > Inspired > Reinforced, based on how expensive each consumable is in the marketplace. Keep in mind the Shield expends all positive effects. I think it's a reasonable compromise considering how much damage you could potentially cause at their expense. You'd have to go through the entire order again if you wanted someone to have a certain effect.
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Shadows of Nar Eurbrikka — Introduction and Discussion
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
We don't need their scum. -
Positive effects are very powerful. They don't cost ether, I'd thought it'd be balanced enough if it was entirely random. But your idea has me interested. Do you mean the Captain deals Inspired, then Encouraged, etc, or he has to Inspire someone before Encouraging them?
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For the month of the Second Anniversary I'm going to (try) and post a new Expert Class each day. I have a ton of ideas for them, some at least a few months old, so I thought it'd be fun just to get them all out there and maybe serve as inspiration for future classes. First off, the Captain. It was originally called Cavalier, but the name's honestly more suited to WBD's class idea than mine, though they share the same idea - a knight-esque support warrior who buffs allies but is also effective in dealing damage of their own. Give credit for the Shield concept to Endgame, which changed drastically from what it was once I saw his Luosh Guard class in Quest 48. The idea was just perfectly suited here. CAPTAIN These gallant warriors focus their strength on enhancing their allies in battle. · Additional Health: +13 · Weapons: Captains wield prominent weapons like greatswords, halberds, lances, maces, hammers, and axes. · Job Traits: Diplomacy (See Knight), Battle Cry – Instead of attacking, Captains can choose to bolster an ally, but only in the heat of battle, Initiative (See Paragon) · Battle Style: Valiant: Captains can boost their allies’ morale. 1. SHIELD: Call to Arms: The captain leads the party into a charge, dealing damage to the target equal to the entire party’s weapon power added together multiplied by the number of positive effects they all have. ((WP: 10 (Party Member 1) + WP: 15 (Party Member 2) + WP: 20 (Party Member 3)) x 3 positive effects = 135 damage.) All positive effects are expended in the Call to Arms. If the captain chose to rally an ally, the Call to Arms is led on the enemy with the most health. 2. CRITICAL HIT/INSPIRING RALLY: The captain deals damage equal to twice their weapon power added to their level. Alternatively, the captain may choose to bolster an ally, giving them the Inspired effect for the duration of the battle. 3. HIT/HASTENING GOAD: The captain deals damage equal to their weapon power added to their level. Alternatively, the captain may choose to bolster an ally, giving them the Hastened effect for the duration of the battle. 4. OPTIMISM/ENCOURAGING SHOUT: The captain is safe from Free Hits for the remainder of the round. Alternatively, the captain may choose to bolster an ally, giving them the Encouraged effect for the duration of the battle. 5. DAMAGE/NO BATTLE CRY: The captain is struck by the opponent’s attack. Alternatively, any attempt of bolstering an ally fails. 6. SPECIAL DAMAGE/NO BATTLE CRY: The captain is struck by the opponent’s special skill. Alternatively, any attempt of bolstering an ally fails.
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Yes, I'm intrigued. It's very asymmetrical, but can still be interesting. Most of the emphasis seems to be on gunplay and stealth kills, though....I didn't see any hand to hand fighting from anyone other than Bane, which is what the single player combat is based on, so...I'm a bit skeptical, but still interested. I don't think the overall quality of this game is going to stand up to the other two, honestly. I think Rocksteady's working on the sequel to Arkham City, and has left WB Montreal to do this game while we wait. I still like the look of it all, though, and these obscurer villains are pretty cool.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Eleven of Round Two Pretzel vs. Gontzo (Flying Cross) - Hit (29 x 2 x 2 - 4 = 112 damage (Since the Flying Cross is a ranged weapon, I'm assuming it does full power even while you're in the back row)) Dreyrugr vs. Gontzo (Voltedge) - Hide (Dreyrugr hides) >Pretzel vs. Gontzo (Flying Cross) - Deflected Damage (14/2 - 16 = 0 damage) >Nessa vs. Reg (Silver Crossbow) - Aim (8 x 2 - 4 = 12 damage) >Nessa vs. Gontzo (Silver Crossbow) - Shield: Tripleshot (23 x 2 = 46 damage to Gontzo, Feldorin, and 38 to Difur) Erik vs. Gontzo (Titanic Axe) - Shield: Frenzy (25 damage to all enemies, 17 to Difur and 21 to Reg, Gontzo KO'd) >Sylph vs. Difur (Shrapnel Bow) - Shield: Roots of Life (34 health restored to everyone but Dreyrugr, -1 ether) >Sylph vs. Feldorin (Shrapnel Bow) - Aim (10 damage) Little Red uses free hit on Pretzel - (16/2 - 16 = 0 damage) Between Pretzel, Nessa, and Erik, Gontzo goes down easily, and Little Red is close to doing the same. Enemies Feldorin the High Elf "GONTZOOOOOO!!!!!" Level 23 Humanoid Health: 207/432 Special I: Party Time – Feldorin consumes a random consumable from his inventory and gains its effects. Special II: Flying High – Feldorin goes on a rampage, attacking the target and having a 1/3 chance to attack each person in battle. Any effects from consumables he has are removed. Used when under the influence of any effects from consumables. Drops: Nothing Immune to asleep, stunned, and slowed. Difur Roars. Level 21 Humanoid Health: 288/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Little Red Level 16 Humanoid Health: 31/250 Special: Pickpocket – Little Red steals gold from the hero equal to their level, then gains maximum health equal to the amount of gold stolen. If the hero has no gold left, Little Red deals Damage. Passive Special: Daddy’s Little Girl – While Big Red remains standing, Little Red is Lucky. Drops: 50 gold Immune to enamored, confused, and hexed. Reg Goldjaw *Favoring Sylph* Level 25 Humanoid Health: 336/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 3/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18 Power Bonus: 0 Defense: 9 Health: 23/37 Gold: 0 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *Hastened* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 40/40 Ether: 14/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
Shadows of Nar Eurbrikka — Introduction and Discussion
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
Reporting for duty as Imperial Stormtrooper CallMePie, General. ...Assuming I can be a Snowtrooper. My Stormtroopers are all the old style and in pretty dingy condition. If not, I'll use the generic Stormtrooper avatar for now, I guess. But for the record they're the same rank anyway. This all looks really cool. Already building and I'm really happy with how it's turning out. Maybe this will finally get me into some real MOCing. -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Ten of Round Two Pretzel vs. Gontzo (Flying Cross) - Deflected Damage (Damage deflected) >Pretzel vs. Gontzo (Flying Cross) - Deflected Damage (14/2 - 16 = 0 damage) >Sylph heals himself (Shrapnel Bow) - Shield: Roots of Life (34 health restored to party, Erik revived, -1 ether) >Nessa vs. Feldorin (Silver Crossbow) - Special Damage: Flying High (12/2 - 3 = 3 damage to Nessa, 12/2 - 16 = 0 damage to Pretzel, 12/2 - 8 = 0 damage to Erik, Feldorin no longer poisoned or weakened) >Nessa vs. Feldorin (Silver Crossbow) - Shield: Tripleshot (23 x 2 = 46 damage to Feldorin, 38 to Difur, 46 to Little Red) Dreyrugr vs. Feldorin (Voltedge) - Deflected Damage (23 - 9 = 14 damage) >Erik vs. Little Red (Titanic Axe) - Miss >Sylph vs. Reg (Shrapnel Bow) - Special Guard: Assault (Reg Favors Sylph) Difur and Little Red use free hit on Pretzel - ((16 + 21)/2 - 16 = 3 damage) Pretzel and Dreyrugr take cover as Gontzo and Feldorin go on the offensive. Sylph takes a moment to heal everyone - including Erik - but Reg makes a dangerous advance. Nessa does her best to keep the opponents at bay. Enemies Gontzo "!!!!" Level 28 14 Vermin *Fights in back row. Halved damage from melee attacks* *Immune to Water and Stunned* *Sealed, 2 rounds* *Fragile, 2 rounds* *Weakened, 1 round* Health: 177/288 Defense: 4 Special: It’s a Stick-Up – Gontzo threatens the hero into dropping all their weapons, shields, and artifacts to the ground. Each takes a turn to pick up, and another to re-equip each artifact. Passive Special: Slimy Piece of Worm-Ridden Filth – Heroes who successfully hit Gontzo have a 1/6 chance of being Petrified. Drops: 3 Mulled Wines, Shuriken (WP:5, Wind), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Black Knight's Armour (SP:4, protects from stunned-effect), Immune to poisoned, badly poisoned, slowed, and petrified. Feldorin the High Elf "NOOOOOOOO!!! I'M ALL OUT!!!!!" Level 23 Humanoid Health: 288/432 Special I: Party Time – Feldorin consumes a random consumable from his inventory and gains its effects. Special II: Flying High – Feldorin goes on a rampage, attacking the target and having a 1/3 chance to attack each person in battle. Any effects from consumables he has are removed. Used when under the influence of any effects from consumables. Drops: Nothing Immune to asleep, stunned, and slowed. Difur Roars. Level 21 Humanoid Health: 343/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Little Red Level 16 Humanoid Health: 66/250 Special: Pickpocket – Little Red steals gold from the hero equal to their level, then gains maximum health equal to the amount of gold stolen. If the hero has no gold left, Little Red deals Damage. Passive Special: Daddy’s Little Girl – While Big Red remains standing, Little Red is Lucky. Drops: 50 gold Immune to enamored, confused, and hexed. Reg Goldjaw *Favoring Sylph* Level 25 Humanoid Health: 369/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 35/38 Ether: 3/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18 Power Bonus: 0 Defense: 9 Health: 23/37 Gold: 0 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *Hastened* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 18/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 35/40 Ether: 15/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
Collectible Minifigures Mafia - Day Two: Smushed Bodies
CMP replied to TrumpetKing's topic in LEGO Mafia and Role-Play Games
I'm listing possibilities here. I'm pretty sure Paris is scum based on the investigation result, but you never know.