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bonus_concepts [2020/12/01 12:59]
kyle
bonus_concepts [2022/01/27 10:39] (current)
kyle
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 new generic action: Assist. range 1m, targets an ally. roll a trigger die; target ally can use that die instead of rolling their own. die disappears at beginning of target's next turn. might be kinda broken in operations though. nurturer is especially good at assisting, wastelander has unique ability to assist self. maybe make this nurterer exclusive instead of generic ability new generic action: Assist. range 1m, targets an ally. roll a trigger die; target ally can use that die instead of rolling their own. die disappears at beginning of target's next turn. might be kinda broken in operations though. nurturer is especially good at assisting, wastelander has unique ability to assist self. maybe make this nurterer exclusive instead of generic ability
  
-  * **Team Mom** (needs a gender-neutral, single-word name- "Nurturer" maybe) +  * **Chaostician**
-    * Have things that other members forgot to pack +
-    * Share your resources efficiently (when you use it, one other teammate can also use that same resource once for free during same exploration turn?) +
-    * Encourage team members to do their best +
-    * The social/operations equivalent of the tactician? +
-    * can end/cancel somebody's Stress-related breakdown. Cannot for self unless someone else is present that they have to stay strong for. +
- +
-  * **Chaosbringer**+
     * Create randomized magical effects. This archetype would require a bigass chart like the mutations one to be fun/function correctly. Unlike mutations, would have to be specific, quickly implementable, highly reuseable, more variable.     * Create randomized magical effects. This archetype would require a bigass chart like the mutations one to be fun/function correctly. Unlike mutations, would have to be specific, quickly implementable, highly reuseable, more variable.
     * Advanced abilities grant more control over chaos or limited shielding from unwanted results     * Advanced abilities grant more control over chaos or limited shielding from unwanted results
 +    * 144 results, 3 columns: bad, good, neutral(ish). roll a third die to determine which category of result you get (1-3 bad, 4-9 neutral, 10+ good). gives immediate feedback/anticipation to the player when they can at least tell right away what kind of thing to expect. all effects dissipate at end of procedural round.
 +      * 'turn reality into a grandiose metaphor for itself' for the edwinism
 +      * effects can be permanent? not without a significant cost. maybe extend duration to montage round instead of procedural
 +      * can reroll results die and take preferred outcome, costs mojo. d144 cannot be rerolled this way
 +
 +  * **Voidcaller**
 +    * negate a target's sense (usually sight, but could be others)
 +    * abomination's revisionist thing
 +    * manifestor's removal thing
 +    * negate somebody's action as they do it?
  
   * **Elementalist**   * **Elementalist**
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     * defend resources     * defend resources
     * Navigate- pathfinder from ranger     * Navigate- pathfinder from ranger
 +    * 'you're standing in quicksand'- retroactively declare spaces around you to be difficult or hazardous once entered
  
   * **Sylvan**   * **Sylvan**
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     * get where you want to be by getting lost     * get where you want to be by getting lost
  
-  * **Financier** or maybe Scrooge +  * **Plainswalker** 
-    * Take the more abstract money stuff from Merchant, give it exclusively merchanty stuff instead +    * Terrain-specific to grasslands 
-    * stock market investments allow for gain/loss of Dosh each session +    * marathoner: increase overland travel speed for self and party
-    * Spend Supplies to negate Stress? like how Chef negates Stress using Provisions 1/day, synergy with Grinder's Overtimer+
  
-  * **Vehicle** +  * **Swamper** 
-    * All the different rules for vehicles turned into archetype features instead (improved speed but restricted movement mode, creature encumbrance vs item encumbrance, etc) +    * Swamps and other water-liminal terrain 
-    * Allows you to play a sentient motorcycle, big ups +    * switch between all available movement modes seamlessly 
-    * Vehiclist turns into you controlling an empty creature with no self-determination, which is honestly about right +    * ignore difficult terrain (give acrobat something new to compensate)
-    * apply all condition immunities and environmental protections to everything you're carrying+
  
   * **some shit I dunno lol** Condemner?   * **some shit I dunno lol** Condemner?
     * "Doomed" elemental condition: deals unavoidable unreduceable damage equal to current Escalation at the moment it gets removed. does nothing while you have it. escalation continues to rise round by round while somebody's doomed even if no other dangers are present.     * "Doomed" elemental condition: deals unavoidable unreduceable damage equal to current Escalation at the moment it gets removed. does nothing while you have it. escalation continues to rise round by round while somebody's doomed even if no other dangers are present.
     * end your doomed on command/automatically if you are killed     * end your doomed on command/automatically if you are killed
-    * take double escalation from calamitist, combine with doomed immunity+    * take double escalation from gatling, combine with doomed immunity 
 + 
 +  * **Pilebunker** 
 +    * melee attack 
 +    * crits treat target's defense as 0 
 + 
 +  * **unknown whelm attack** 
 +    * throw out "spires" that can be used to attack targets nearby them (5m) 
 +    * enhanced effect when multiple spires nearby a target 
 +    * struck target acts as an extra spire for 1 future attack 
 +    * more spires at once 
 +    * automatically attack anybody interacting with a set spire 
 + 
 +  * **Sandman**: put targets to sleep. Maybe combine functionality with psychonaut. performer and chef already do this though 
 + 
 +  * **Hydromancer** 
 +    * elemental: water. need some kinda condition 
 +    * change a target's buoyancy, sink em or float em.  
 +    * create whirlpool or alter flow 
 +    * part water 
 + 
 +  * **Spawnlord**: "sire"? turn defeated foes into minions like zombie, vampire, werewolf, etc do 
 +    * minion is friendly 
 +    * minion gains levels 
 +    * etc? 
 + 
 +  * **Wretch**: just totally unfortunate gothic villain shit 
 + 
 +  * **Geas**: compel codes of behavior, punish those who break promises, offer redemption, something like that 
 + 
 +  * **Amnesiac**: lose all injuries/curses/etc at the beginning of each montage round?  
 +    * take Wildcard from Lunatic 
 +    * cryptic hints from tattoos on body 
 + 
 +  * **Nomad**: treat any base as your home base, change at beginning of session 
 + 
 +====== Marathoner ====== 
 + 
 +^ ^^^ 
 +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Traveler:** Your overland traveling speed is increased from 5 regions per day to 10 regions per day. Vehicles and other creatures with non-standard movement rates increase their overland travel speed by 1 step on the 1-> 2-> 5-> 10-> 20-> 50-> etc scale. | 
 +^ ^^^ 
 +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Unending Pep:** If you are traveling with a group of other creatures that don't have the Marathoner ability that choose to force-march themselves (travel 10 regions instead of 5, but accumulate 1 Stress point in the process) in order to keep up with you, you can keep their spirits up by setting a good example. All non-marathoners in your company can roll a trigger die after forced-marching; if the result is a 7+, then they ignore the Stress point they would normally acquire from it. \\ \\ {{fa>plus-circle?24&align=left}}**Self-Motivated:** If you choose to force-march yourself, you can travel up to 20 regions in a single day instead of 10. You also gain the benefit of the trigger die roll to avoid accumulating Stress when you do this. | 
 +^ ^^^
bonus_concepts.1606852768.txt.gz · Last modified: 2020/12/01 12:59 by kyle