Dysolis2008-01-31 21:56:01
Power to 4, power to 4!
Tias2008-02-02 04:44:22
I actually had an idea for an archery skillset for warriors to take instead of weaponry. I posted it before but instead of necroing the thread here:
*Note some skills will need to be reworked as it was designed in the beginning before the Avenger and the pk declarations where put into place.
Draw                Draw an arrow and shoot at your target
Load                Load a crossbow and shoot at your target
Raze                Attack the defences that would keep your arrows out.
BowMaster          Improved competency in all bows.
Sight              When shooting from another room you'll see if you hit or not
Defensive          Change your fighting style to be more defensive.
Aggressive          An inaccurate but powerful fighting style.
Nock                Nock an arrow to the bow for quicker shooting
Color              Color your arrows for orginazitaion
Concentrated        A soft but accurate fighting style.
Gripping            Grip your wielded items in a deathlock.
Assay              Analyze the fighting techniques of your foe.
Evade              Evade blows directed at you.
Lightning          A reckless but swift fighting style.
Elevation          Take elevation into account to increase your arrow distance.
Targetting          Aim your arrows at specific body parts.
Envenom            Coat arrows in venoms.
Master              Move on to a master specialization.
-Draw-
Syntax: Draw
        Shoot
        Retrieve arrows from
Load your bow with an arrow then shoot your target with the optional direction.
When your bow is loaded you can't move or you'll put your arrow back in your quiver.
-Load-
Syntax: Load
        Shoot
        Retrieve bolts from
Load your crossbow with a bolt then shoot your target with the optional direction.
-Raze-
Syntax: Draw
        Load
        Raze
Load your bow with an arrow then raze your targets shield.
-BowMaster- -Passive skill-
Increase your accuracy with bows
-Sight- -Passive skill-
Gives a message if you hit a rebound/shield or miss when not in the same room
-Defensive-
Syntax: Combatstyle defensive
(same as knighthood)
-Aggressive-
Syntax: Combatstyle aggressive
(same as knighthood)
-Nock-
Syntax: Nock
Nock an arrow to your bow and hold it ready to fire. With an arrow nocked you won't need to use the Draw comand and you can move and keep an arrow nocked.
-Color-
Syntax: Color
Organize your arrrows by color. You can use either one color or two colors so long as the second color isn't the same as the first. Then you can pull out the arrow by the color. Ie: red or blueyellow
-Concentrated-
Syntax: Combatstyle concentrated
(same as knighthood)
-Gripping-
Syntax: Grip
(same as knighthood)
-Assay-
Syntax: Assay
Quickly assaying the movements of an opponent will allow you to get some idea of his or her fighting style.
-Evade-
Syntax: Evade ON/OFF
At the cost of a willpower drain you may watch your enemy and evade some of the blows directed at you.
-Lightning-
Syntax: Combatstyle lightning
(same as knighthood)
-Elevation- -Passive Skill-
Lets you shoot into the sky or up to three rooms away.
-Targetting-
Syntax: Draw
        Load
        Aim
You can target the specific body part of an opponent.
-Envenom-
Syntax: Envenom with
        Wipeoff
Apply poison to your arrows to hinder your enemies in battle. You will envenom all the arrows with that coloring at 5 arrows per application. You can see what poisons are on an arrow by WEAPONPROBE.
Blunt (hunting)
Broadhead (bleeding)
Barbed (hindering)
Bodkin (piercing)
Grooved (poisons)
Longbow Mastery    Mastery of the longbow.
Ready              Have another arrow lined up for quick nocking.
ArmArtery          Strike the main artery of the arms.
LegArtery          Strike the main artery of the legs.
FollowUp            Allows a quick second attack with a first successful hit.
PierceArm          Stick the arm with an arrow.
PunctureLung        Poke a hole in a lung.
QuickSwitch        Quickly swap one arrow for another.
LightWound          Cause a light wound with an arrow.
PunctureChest      Poke a hole in the chest.
OpenShot            Look for openings in your opponents defense to shoot into.
PierceLeg          Open a large hole in the leg.
StickArm            Stick an arrow into an arm to hinder its use.
CollapseLungs      Completely ruin the lungs.
DeepWound          Cause a deep wound with an arrow.
Saturate            Saturate a location with arrows.
PierceThroat        Incapacitate communication by piercing the throat.
StickLeg            Stick an arrow into a leg to hinder its use.
SpreadShot          Spread out your shots to different opponents.
StickGut            Stick an arrow into the gut to hinder them.
CutAorta            Cut the main artery of the heart.
PierceBrain        Spear someone's brain with an arrow.
Unload              Shoot your enemy with a flurry of arrows.
-Longbow Mastery- -Passive Skill-
Improves your accuracy and damage with a Longbow.
-Ready-
Syntax: Ready
Ready a second arrow for Instant nocking after the first arrow is fired. Using Ready alone shows what arrow/color is readied.
-ArmArtery- -Passive Skill-
Bodypart: Arm
Wound State: Light
Arrow: Broadhead
Cutting a major artery in the arm induces major bleeding.
-LegArtery- -Passive Skill-
Bodypart: Leg
Wound State: Light
Arrow: Broadhead
Cutting a major artery in the leg induces major bleeding.
-FollowUp-
Syntax: FollowUp
After the next successful hit you will automatically follow up with the arrow/color that you selected. Once used you'll need to set it up again.
-PierceArm- -Passive Skill-
Bodypart: Arm
Wound State: Light
Arrow: Bodkin
Cutting a nerve in the arm will slow the balance of that arm.
-PunctureLung- -Passive Skill-
Bodypart: Chest
Wound State: Moderate
Arrow: Bodkin
A punctured lung will cause the victim to consume endurance at a very rapid rate.
-QuickSwitch-
Syntax: Swap
Quickly swap out one arrow for another but you can't swap out using the same color.
-LightWound- -Passive Skill-
Bodypart: Any
Wound State: Moderate
Arrow: Grooved
Cause a light wound with a grooved arrow to give poisons a slightly better chance of entering the bloodstream.
-PunctureChest- -Passive Skill-
Bodypart: Chest
Wound State: Moderate
Arrow: Bodkin
Running a blade into your opponent's upper chest will induce bleeding and occassional blackouts.
-OpenShot-
Syntax: Openings
Power: 3 (any)
Looks for openings in your opponent's defense and allow the next shot to go through them.
-PierceLeg- -Passive Skill-
Bodypart: Leg
Wound State: Heavy
Arrow: Bodkin
Cutting a nerve in the leg will cripple an opponent.
-StickArm- -Passive Skill-
Bodypart: Arm
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the opponent's heavily damaged arm will make that arm useless.
-CollapseLungs- -Passive Skill-
Bodypart: Chest
Wound State: Heavy
Arrow: Bodkin
If one lung is already punctured and the chest has taken heavy wounds, there is a chance of collapsing both lungs, causing not only blackouts but the complete inability to smoke.
-DeepWound- -Passive Skill-
Bodypart: Any
Wound State: Heavy
Arrow: Grooved
Cause a deep wound with a grooved arrow to give poisons a greater chance of entering the bloodstream.
-Saturate-
Syntax: Saturate ...
Power: 1+ (any)
With an investment of power for each arrow, up to ten, you can then unleash a barrage of arrows into the next room which will randomly hit those in that room. The more people in the room the greater your chance is of hitting someone. Beware though as this will hit friends and foes alike.
-PierceThroat- -Passive Skill-
Bodypart: Head
Wound State: Heavy
Arrow: Bodkin
Piercing the throat causes tremendous bleeding as well as preventing the capability to eat or speak.
-StickLeg- -Passive Skill-
Bodypart: Leg
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the heavily wounded leg will render that leg useless.
-SpreadShot-
Syntax: SpreadShot ...
Power: 1+ (any)
With an investment of power for each arrow, up to ten, you can then spread your shots out to that many different enemies in the room with you. They must be on your enemy list and you'll only shoot one arrow per enemy.
-StickGut- -Passive Skill-
Bodypart: Gut
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the heavily wounded gut with transfix your opponent.
-CutAorta- -Passive Skill-
Bodypart: Chest
Wound State: Critical
Arrow: Broadhead
Cutting the main artery of the heart is a mortal wound which will result in death if not immediately treated.
-PierceBrain- -Passive Skill-
Bodypart: Head
Wound State: Critical
Arrow: Bodkin
If you manage to get your opponent's head in critical condition, you have a chance of piercing their brain with an arrow. Needless to say, this results in instant death.
-Unload-
Syntax: Unload
Power: 8 (any)
Shoot five arrows of the same color into your opponent.
*Note some skills will need to be reworked as it was designed in the beginning before the Avenger and the pk declarations where put into place.
CODE
Draw                Draw an arrow and shoot at your target
Load                Load a crossbow and shoot at your target
Raze                Attack the defences that would keep your arrows out.
BowMaster          Improved competency in all bows.
Sight              When shooting from another room you'll see if you hit or not
Defensive          Change your fighting style to be more defensive.
Aggressive          An inaccurate but powerful fighting style.
Nock                Nock an arrow to the bow for quicker shooting
Color              Color your arrows for orginazitaion
Concentrated        A soft but accurate fighting style.
Gripping            Grip your wielded items in a deathlock.
Assay              Analyze the fighting techniques of your foe.
Evade              Evade blows directed at you.
Lightning          A reckless but swift fighting style.
Elevation          Take elevation into account to increase your arrow distance.
Targetting          Aim your arrows at specific body parts.
Envenom            Coat arrows in venoms.
Master              Move on to a master specialization.
-Draw-
Syntax: Draw
        Shoot
        Retrieve arrows from
Load your bow with an arrow then shoot your target with the optional direction.
When your bow is loaded you can't move or you'll put your arrow back in your quiver.
-Load-
Syntax: Load
        Shoot
        Retrieve bolts from
Load your crossbow with a bolt then shoot your target with the optional direction.
-Raze-
Syntax: Draw
        Load
        Raze
Load your bow with an arrow then raze your targets shield.
-BowMaster- -Passive skill-
Increase your accuracy with bows
-Sight- -Passive skill-
Gives a message if you hit a rebound/shield or miss when not in the same room
-Defensive-
Syntax: Combatstyle defensive
(same as knighthood)
-Aggressive-
Syntax: Combatstyle aggressive
(same as knighthood)
-Nock-
Syntax: Nock
Nock an arrow to your bow and hold it ready to fire. With an arrow nocked you won't need to use the Draw comand and you can move and keep an arrow nocked.
-Color-
Syntax: Color
Organize your arrrows by color. You can use either one color or two colors so long as the second color isn't the same as the first. Then you can pull out the arrow by the color. Ie: red or blueyellow
-Concentrated-
Syntax: Combatstyle concentrated
(same as knighthood)
-Gripping-
Syntax: Grip
(same as knighthood)
-Assay-
Syntax: Assay
Quickly assaying the movements of an opponent will allow you to get some idea of his or her fighting style.
-Evade-
Syntax: Evade ON/OFF
At the cost of a willpower drain you may watch your enemy and evade some of the blows directed at you.
-Lightning-
Syntax: Combatstyle lightning
(same as knighthood)
-Elevation- -Passive Skill-
Lets you shoot into the sky or up to three rooms away.
-Targetting-
Syntax: Draw
        Load
        Aim
You can target the specific body part of an opponent.
-Envenom-
Syntax: Envenom
        Wipeoff
Apply poison to your arrows to hinder your enemies in battle. You will envenom all the arrows with that coloring at 5 arrows per application. You can see what poisons are on an arrow by WEAPONPROBE.
Blunt (hunting)
Broadhead (bleeding)
Barbed (hindering)
Bodkin (piercing)
Grooved (poisons)
Longbow Mastery    Mastery of the longbow.
Ready              Have another arrow lined up for quick nocking.
ArmArtery          Strike the main artery of the arms.
LegArtery          Strike the main artery of the legs.
FollowUp            Allows a quick second attack with a first successful hit.
PierceArm          Stick the arm with an arrow.
PunctureLung        Poke a hole in a lung.
QuickSwitch        Quickly swap one arrow for another.
LightWound          Cause a light wound with an arrow.
PunctureChest      Poke a hole in the chest.
OpenShot            Look for openings in your opponents defense to shoot into.
PierceLeg          Open a large hole in the leg.
StickArm            Stick an arrow into an arm to hinder its use.
CollapseLungs      Completely ruin the lungs.
DeepWound          Cause a deep wound with an arrow.
Saturate            Saturate a location with arrows.
PierceThroat        Incapacitate communication by piercing the throat.
StickLeg            Stick an arrow into a leg to hinder its use.
SpreadShot          Spread out your shots to different opponents.
StickGut            Stick an arrow into the gut to hinder them.
CutAorta            Cut the main artery of the heart.
PierceBrain        Spear someone's brain with an arrow.
Unload              Shoot your enemy with a flurry of arrows.
-Longbow Mastery- -Passive Skill-
Improves your accuracy and damage with a Longbow.
-Ready-
Syntax: Ready
Ready a second arrow for Instant nocking after the first arrow is fired. Using Ready alone shows what arrow/color is readied.
-ArmArtery- -Passive Skill-
Bodypart: Arm
Wound State: Light
Arrow: Broadhead
Cutting a major artery in the arm induces major bleeding.
-LegArtery- -Passive Skill-
Bodypart: Leg
Wound State: Light
Arrow: Broadhead
Cutting a major artery in the leg induces major bleeding.
-FollowUp-
Syntax: FollowUp
After the next successful hit you will automatically follow up with the arrow/color that you selected. Once used you'll need to set it up again.
-PierceArm- -Passive Skill-
Bodypart: Arm
Wound State: Light
Arrow: Bodkin
Cutting a nerve in the arm will slow the balance of that arm.
-PunctureLung- -Passive Skill-
Bodypart: Chest
Wound State: Moderate
Arrow: Bodkin
A punctured lung will cause the victim to consume endurance at a very rapid rate.
-QuickSwitch-
Syntax: Swap
Quickly swap out one arrow for another but you can't swap out using the same color.
-LightWound- -Passive Skill-
Bodypart: Any
Wound State: Moderate
Arrow: Grooved
Cause a light wound with a grooved arrow to give poisons a slightly better chance of entering the bloodstream.
-PunctureChest- -Passive Skill-
Bodypart: Chest
Wound State: Moderate
Arrow: Bodkin
Running a blade into your opponent's upper chest will induce bleeding and occassional blackouts.
-OpenShot-
Syntax: Openings
Power: 3 (any)
Looks for openings in your opponent's defense and allow the next shot to go through them.
-PierceLeg- -Passive Skill-
Bodypart: Leg
Wound State: Heavy
Arrow: Bodkin
Cutting a nerve in the leg will cripple an opponent.
-StickArm- -Passive Skill-
Bodypart: Arm
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the opponent's heavily damaged arm will make that arm useless.
-CollapseLungs- -Passive Skill-
Bodypart: Chest
Wound State: Heavy
Arrow: Bodkin
If one lung is already punctured and the chest has taken heavy wounds, there is a chance of collapsing both lungs, causing not only blackouts but the complete inability to smoke.
-DeepWound- -Passive Skill-
Bodypart: Any
Wound State: Heavy
Arrow: Grooved
Cause a deep wound with a grooved arrow to give poisons a greater chance of entering the bloodstream.
-Saturate-
Syntax: Saturate
Power: 1+ (any)
With an investment of power for each arrow, up to ten, you can then unleash a barrage of arrows into the next room which will randomly hit those in that room. The more people in the room the greater your chance is of hitting someone. Beware though as this will hit friends and foes alike.
-PierceThroat- -Passive Skill-
Bodypart: Head
Wound State: Heavy
Arrow: Bodkin
Piercing the throat causes tremendous bleeding as well as preventing the capability to eat or speak.
-StickLeg- -Passive Skill-
Bodypart: Leg
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the heavily wounded leg will render that leg useless.
-SpreadShot-
Syntax: SpreadShot
Power: 1+ (any)
With an investment of power for each arrow, up to ten, you can then spread your shots out to that many different enemies in the room with you. They must be on your enemy list and you'll only shoot one arrow per enemy.
-StickGut- -Passive Skill-
Bodypart: Gut
Wound State: Heavy
Arrow: Barbed
Sticking an arrow into the heavily wounded gut with transfix your opponent.
-CutAorta- -Passive Skill-
Bodypart: Chest
Wound State: Critical
Arrow: Broadhead
Cutting the main artery of the heart is a mortal wound which will result in death if not immediately treated.
-PierceBrain- -Passive Skill-
Bodypart: Head
Wound State: Critical
Arrow: Bodkin
If you manage to get your opponent's head in critical condition, you have a chance of piercing their brain with an arrow. Needless to say, this results in instant death.
-Unload-
Syntax: Unload
Power: 8 (any)
Shoot five arrows of the same color into your opponent.
Unknown2008-02-02 05:44:21
Sounds like a lame version of Blade master to me.
Unknown2008-02-02 19:02:46
i think it's semi snazzy.. co, cutaorta is like crotamine, cure it soon or you die in a few seconds? and with what?
Malarious2008-02-02 20:00:10
Crotamine seem to vary based on resilience.. at trans its like 30 seconds to kill.. at inept its like 15.
Wonder how fast CutAorta would be
Wonder how fast CutAorta would be
Unknown2008-02-02 21:02:34
More skillsets, please.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
Dysolis2008-02-02 21:44:30
exactly, the lost cities , like for instance. Pyroamncy and Aeronmancy are completely new skill sets, The warriors will also have something different , it won't be sacramaents or necromancy.
Shamarah2008-02-02 21:49:43
QUOTE(Inky @ Feb 2 2008, 04:02 PM) 483344
More skillsets, please.
Approve.
No puppetry, though.
Vesar2008-02-02 22:52:49
I agree.
No more new guilds, but rather new skillsets that create a variety of paths within the existing guilds. I think that would really add to the Lusternian flavor of IRE and make us something completely unique within the community.
No more new guilds, but rather new skillsets that create a variety of paths within the existing guilds. I think that would really add to the Lusternian flavor of IRE and make us something completely unique within the community.
Xenthos2008-02-02 23:00:39
QUOTE(Vesar @ Feb 2 2008, 05:52 PM) 483377
I agree.
No more new guilds, but rather new skillsets that create a variety of paths within the existing guilds. I think that would really add to the Lusternian flavor of IRE and make us something completely unique within the community.
No more new guilds, but rather new skillsets that create a variety of paths within the existing guilds. I think that would really add to the Lusternian flavor of IRE and make us something completely unique within the community.
Sure.
Let's drop Monks and Bards while we're at it, and mesh those skillsets into the original guilds.
Ildaudid2008-02-02 23:06:01
QUOTE(Shamarah @ Feb 2 2008, 04:49 PM) 483361
Approve.
No puppetry, though.
No puppetry, though.
Pshhh... A Wytchen type guild would be awesome for Glomdoring. But not one that you can keep the doll forever and use it whenever you want. Something about Glomdoring just rings with voodooesqueness
What I have always loved about Imperian that I wish was introduced here were the things like catapults and siege engine things. I like how a city can have them in different points of the city to help stop incoming raiders.
I wonder if they could be built like constructs. Like a fort could be built on Nil/Celestia. But it could not be built at the megalith/pool (which would stop everyone from camping there.)
Then when someone goes to raid, they are actually raiding something. The can try to batter the fort or something and launch rocks into it, while the people in the fort can try to burn people outside it with hot oil. But it would burn everyone that is there, not just enemies. So if Thoros and Daevos brought a small crew out to fight, and then Revan dumped oil, it would burn the Magnagorans and the Celestians.
-shrug-
I always thought things like that were neat though and would be a reason to raid. Killing tide/earth lords takes 2 seconds. And raids on Nil/Celest tend to turn out being who wants to sit at their nexus longer and see what happens.
Saran2008-02-02 23:30:19
Make body part shapechangers. *starts tranforming his arms into claws, face into a beak and legs into bear legs*
Unknown2008-02-02 23:54:39
QUOTE(Xenthos @ Feb 2 2008, 11:00 PM) 483378
Sure.
Let's drop Monks and Bards while we're at it, and mesh those skillsets into the original guilds.
Let's drop Monks and Bards while we're at it, and mesh those skillsets into the original guilds.
I agree with this.
Kielo2008-02-03 00:01:15
QUOTE(Saran @ Feb 2 2008, 03:30 PM) 483388
Make body part shapechangers. *starts tranforming his arms into claws, face into a beak and legs into bear legs*
From the histories, I think that's what the Illuminati are supposed to do.
Saran2008-02-03 02:11:08
QUOTE(Kielo @ Feb 3 2008, 11:01 AM) 483395
From the histories, I think that's what the Illuminati are supposed to do.
yay
Anyway, people augmenting their physical forms with power... maybe embodiment... oooer could so see druids tattooing symbols all over their body.
Another cool option is to revive that old skillset suggestion thread. There was voodoo, aetherbarbs, something about ae and the like. Though a skillset that could free druids from their reliance on their demesne would be really nice, or the opposite and reward them for staying at one place (more scary "you've trodden on my land and now even your disembodied soul will not be seen again" style fun)
Unknown2008-02-03 06:32:24
QUOTE(Inky @ Feb 2 2008, 04:02 PM) 483344
More skillsets, please.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
You know, I quite like these ideas. Especially the sorcery! They'd be a lot of work to design, test and balance but more options are always fun!
Get to work, coders
Everiine2008-02-03 20:44:43
QUOTE(Xenthos @ Feb 2 2008, 06:00 PM) 483378
Sure.
Let's drop Monks and Bards while we're at it, and mesh those skillsets into the original guilds.
Let's drop Monks and Bards while we're at it, and mesh those skillsets into the original guilds.
I third.
Unknown2008-02-03 20:49:52
QUOTE(Everiine @ Feb 3 2008, 12:44 PM) 483747
I third.
I second your third.. which makes it third squared.. which makes it ninthed, right? That's enough to get it done!
Callia2008-02-03 21:06:12
Why is there is big push to make monks and bards part of a 'parent' guild. Both guilds have roleplay SO seperate from the other guilds, there is no way to really merge them into a current guild.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
Unknown2008-02-03 21:16:50
QUOTE(Callia Parayshia @ Feb 3 2008, 01:06 PM) 483756
Why is there is big push to make monks and bards part of a 'parent' guild. Both guilds have roleplay SO seperate from the other guilds, there is no way to really merge them into a current guild.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
Druids are bards, as are Priests. Druids tap into the song of the forest. Priests are all about hymns and can't forget the angelic choirs.
As for the monks, they shouldn't have been given separate roleplay, but rather should have been put into the warrior guilds to begin with. And the Ur'Guard may be very military-like at the lower-levels, bt it is very very family/brotherhood-y among those who are Knighted. You could definitely make it work, and it would be better for the game overall, increasing the activity in the guilds.
Then you'd just need to come up with a new branch for Wiccans and Mages to balance it out. :-P Or for Mages, maybe make Elemental Mages and Psionic Mages totally separate. And with Wiccans.. I dunno what to do there, to be honest.