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bonus_concepts [2021/12/09 19:17]
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) 
-    * 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. 
  
   * **Chaostician**   * **Chaostician**
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     * manifestor's removal thing     * manifestor's removal thing
     * negate somebody's action as they do it?     * negate somebody's action as they do it?
- 
-  * **Geomancer** (actual) 
-    * find leylines/places of power, single hexes that grant great good or bad fortune when stood on. maybe one good, one bad- you place one and the referee places the other 
-      * multiple different geo effects, like auspicious defense, attack, fortune, misfortune, etc. roll two dice when surveying the land for a point of power: one determines what kind you find, the other determines whether you or the referee get to place it. 
-      * using a point of power has a chance to remove it afterwards, as its accumulated energies dissipate for now 
-    * surveying geo effects only reveals them to you; you can reveal them to others as you wish. 
-    * more likely to get to place the power points yourself 
-    * power point affects all within a radius 
-    * power points are slower to be depleted 
  
   * **Elementalist**   * **Elementalist**
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     * switch between all available movement modes seamlessly     * switch between all available movement modes seamlessly
     * ignore difficult terrain (give acrobat something new to compensate)     * ignore difficult terrain (give acrobat something new to compensate)
- 
-  * **Financier** or maybe Scrooge 
-    * Take the more abstract money stuff from Merchant, give it exclusively merchanty stuff instead 
-    * stock market investments allow for gain/loss of Dosh each session 
-    * Spend Supplies to negate Stress? like how Chef negates Stress using Provisions 1/day, synergy with Grinder's Overtimer 
- 
-  * **Vehicle** maybe "Utility"? "Automaton"? VESSEL 
-    * All the different rules for vehicles turned into archetype features instead (improved speed but restricted movement mode, creature encumbrance vs item encumbrance, etc) 
-    * Allows you to play a sentient motorcycle, big ups 
-    * Vehiclist turns into you controlling an empty creature with no self-determination, which is honestly about right 
-    * apply all condition immunities and environmental protections to everything you're carrying 
-    * how will this intersect with turreteer? 
-    * Kaiju's Bedrock needs a new secondary trick/change how it works 
  
   * **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**   * **Pilebunker**
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     * part water     * part water
  
-  * **Spawnlord**: turn defeated foes into minions like zombie, vampire, werewolf, etc do+  * **Spawnlord**: "sire"? turn defeated foes into minions like zombie, vampire, werewolf, etc do
     * minion is friendly     * minion is friendly
     * minion gains levels     * minion gains levels
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   * **Geas**: compel codes of behavior, punish those who break promises, offer redemption, something like that   * **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 ====== ====== Marathoner ======
bonus_concepts.1639102654.txt.gz · Last modified: 2021/12/09 19:17 by kyle