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Posted: Thu Jun 19, 2008 4:16 pm
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I think everyone is making it SOUND too complicated; I'm quite impartial to the issue, but I know that deciding how and when dice are to be used is easy. In addition, once the system is in place, you only have to do three things: FIRST, type an OPEN post; that means a post that says 'i'm attempting this action.' If it succeeds, then the other person must respond accordingly. SECOND, know how many dice to roll. THIRD, know how many sides are on it. Oh, and you have to know what numbers are success and which are failure. It's like reading the rules to a game: sounds difficult on paper, but once you play it's just part of the flow.
That's my take in playing Devil's Advocate, and trying help save some of Teddo's morale. Honestly, I'm open to whatever the general consensus is.
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Posted: Thu Jun 19, 2008 7:13 pm
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Posted: Thu Jun 19, 2008 7:50 pm
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Posted: Thu Jun 19, 2008 8:29 pm
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Posted: Fri Jun 20, 2008 5:13 am
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Posted: Fri Jun 20, 2008 10:42 am
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Posted: Fri Jun 20, 2008 12:59 pm
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Posted: Sat Jun 21, 2008 12:24 pm
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Posted: Sat Jun 21, 2008 11:28 pm
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Posted: Mon Jun 23, 2008 7:30 am
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Posted: Mon Jun 23, 2008 7:39 am
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'Discipline' Skill progressions
[Discipline]. [Race: subschools open to master]. [Ranks]
Animalism. Lycanthrope: rodents, canines, felines. Vampires: vermin, insects, bats. Rank 1: The user may use basic communication with their selected animal school. In addition, they may take on a single, permanent animal companion. Rank 2: The user may take on a single physical characteristic of their selected animal school. This is restricted from extrasensory organs. Rank 3: The user may take on a single extrasensory system from their selected school. For example, eyes of cat for low light vision, sonar screech and detection of bats. Rank 4: The user may summon, control, and command multiple creatures of their school as a swarm or pack. Rank 5: The user may take the form of their selected school, Lycans choosing canines may become stronger, faster, and more agile.
Fortitude. Vampires. Rank 1: The vampire gains a stronger ability to regenerate. Rank 2: The vampire becomes more resistant to several of his weaknesses. Holy water and icons no longer cause lethal damage. Rank 3: The vampires physical form becomes tougher, increasing his natural armor. His skin takes on a marble-like appearance. Rank 4: The vampire takes reduced inherent damage from silver and enchanted wood. Rank 5: The vampire may venture into direct sunlight for up to a minute without taking damage.
Fortitude. Lycans. Rank 1: The lycan becomes hardier, increasing his base blood levels. Rank 2: The lycans will to survive overcomes all, and he is able to retain consciousness until death. Rank 3: The lycan gains tougher, battle-hardened hide. His natural armor increases. Rank 4: The lycan knows how to better roll with a blow, gaining slight inherent damage reduction. Rank 5: The lycan is powerful enough to be more resistant to his weaknesses. He takes less inherent damage from silver and other similar substances.
Demonology. Vampire only. Rank 1: The vampire has devoted himself completely to the study of his demon brethren. He has an imp minion, and must do the bidding of the devil. Rank 2: The vampire unlocks the first level of demon magic. Rank 3: The vampire develops a more physical demonic state. Rank 4: The vampire unlocks the second level of demon magic. Rank 5: The vampire unlocks the third and final level of demon magic.
Naturalism. Lycan only. Rank 1: The lycan is more attuned to their surroundings. He has a telepathic link with all nearby lycans. Rank 2: The lycan unlocks the first level of nature magic. Rank 3: The lycan gains the ability to commune with nature. Rank 4: The lycan unlocks the second level of nature magic. Rank 5: The lycan unlocks the third level of nature magic.
Attunement. Ethereal realm. Elemental realm. Shadow realm. Spiritual realm. Rank 1: The user gains the ability to communicate, through ritual magic, with beings on their selected realm. Rank 2: The user gains the ability to view intersecting threads of reality between their realm and the material one. Rank 3: The user gains the ability to travel into their realm telepathically. Rank 4: The user gains the ability to summon beings from their realm. Rank 5: The user gains the ability to step between their realm and our own. This allows faster travel with fewer obstacles. They make take passengers in physical contact.
Precognition. Rank 1: Through ritual magic, the user may gain vague hints of the undesignated future. Rank 2: The user may detect danger a fraction of a second earlier. Rank 3: The user becomes self-aware of their likely fates. Rank 4: The user may ritually discover specific threads of fate. Rank 5: The user becomes so attuned that they ‘predict’ physical movement. They see objects blurred slightly ahead of themselves, knowing the likely course of its movements just before they happen. Not always accurate.
Spirituality (Thaumaturgy). Lycan (vampire) only. Rank 1: The lycan may cast one first level ritual spell per day as a spiritual spell. Rank 2: The lycan develops stronger spiritual reserves, increasing their base energy. Rank 3: The lycan has a 10% increased energy regeneration. Rank 4: The lycan may cast one second level ritual spell per day as a spirit spell. Rank 5: The lycan has a 10% reduced chance of spell failure with spirit spells.
Ignition. Vampire only. Rank 1: The vampire may send a small orb of flame from their own body. Rank 2: The vampire may cause air within 20 feet to combust. This does not guarantee anything within the air will catch fire or be burned. Rank 3: The vampire may instantly combust any nonliving material. Rank 4: The vampire may combust vampiric blood and flesh. Rank 5: The vampire may cause air to combust from any range. As long as he can somehow see his target, he may set it on fire.
Telekinesis. Vampire only. Rank 1: The vampire may move objects under 1 pound within 50 meters. Rank 2: 1 pound: 100 meters 10 pounds: 50 meters Rank 3: 1 pound: 500 meters 10 pounds: 100 meters 100 pounds: 50 meters Rank 4: 1 pound: 1 km 10 pounds: 500 meters 100 pounds: 100 meters 1000 pounds: 50 meters Rank 5: 1 pound: 10 km 10 pounds: 1 km 100 pounds: 500 meters 1000 pounds: 100 meters 10000 pounds: 50 meters, full concentration
Domination. Vampire only. Rank 1: The vampire may make a suggestion that the target would be liable to carry out, or trick them into thinking some simple event has occurred. Rank 2: The vampire may command a target to carry out a task as if the vampire were their commander, or trick them into thinking an elaborate event has occurred. Rank 3: The vampire may use suggestion on multiple targets. Rank 4: The vampire may enact total control over their target, making them nothing but a physical shell that waits to serve them. Rank 5: The vampire may use command on multiple targets.
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Posted: Mon Jun 23, 2008 1:22 pm
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Posted: Mon Jun 23, 2008 3:48 pm
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Posted: Mon Jun 23, 2008 4:23 pm
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