The Adventuring Guild of Fair-River (RP-Recruiting)
- 21 January 2013 - 09:15 AM
First Perfect strike, Bypass, and Never miss still function as attacks to ensure you hit -however- they now only ignore Protect, Negate, and Redirect, or any custom SM that would allow the target to avoid or redirect the attack rather then simply 'all defensive SMs'. So moves that counter or simply boost your defense roll work as normal (Though bypass is still technically cutting them in half and never miss still rerolls until it hits)
Second it's been specifically noted above Defensive SMs that they can be taken as supportive 'other' variants if so desired. Keep this in mind. The abjurer quirk allows all defensive sms to function both in their 'other' and normal forms.
Attack Support is now a zero action:It can be done at any time, and does not take your turn to do unless used on yourself in which case it functions like a weaker version of Attack boost (the cost of being able to use it on others).
Defense support.. has simply been removed as Defense Boost 'Other' would have been the same thing <3~
Defense boost itself has gained a small upgrade. It now lasts three rolls or three turns whichever comes -second-. It also allows the character using it to roll twice and take the average of their rolls making your DEF rolls more reliable while using it.
Lastly the 'Mass' Tag has been added as an option for offensive moves that have secondary debuffs such as disable. When applied these attacks hit -all targets- but deal no damage on a successful strike. Simply applying the debuff alone instead.
This post has been edited by Bribri: 05 March 2013 - 03:54 AM
- 05 March 2013 - 03:49 AM
Tomorrow's alternate reality will be superheroes. What would the guild be like if it were a league of heroes? Who would be the strong supermen/women, who would be the brooding anti-heores? The powerless-but-rich? I'll leave you all to figure that out for yourselves!
- 31 March 2013 - 08:39 PM
While the penalties and bonuses the archer quirk gives, while equal in terms of points, are not equal in terms of how commonly they come up. As long as an archer plays intelligently:stays in the back of the party, doesn't rush ahead, finds sniping spots whenever able, he gains the -bonus- of being an archer 75% of the time or more, when a Quirk is suppose to be 50/50 if the bonuses are equal. As such the penalty of such a quirk -must- be bigger then the bonus. An archer who acts recklessly will suffer them commonly yes, but that's the archers fault not the rules.
The new version of the quirk is as follows:
Archer:You gain +1 CS during character creation, at the cost of one of the following drawbacks: -3 DEF from melee attacks, -3 ATT when in melee, -2 to both, or the inability to use or recharge SMs while in melee. None of these penalties may lower an attribute bellow 3, and the penalty used must be chosen at character creation. A character may choose to take +2 CS but must choose -two- drawbacks instead of one if this option is taken.
Assuming you're using the -3 drawback option you're looking at at 19 CS at a range, and 16 in melee: an over all +1/-2 penalty. with the +1 being turned into a flat CS creation bonus to make the quirk viable for people who want to be 'ranged supports' and the like.
We're also adding this to the SM list
Endure: Attack as normal. For the next three turns automatically heal 2 hit points on your turn. You must have VIT:7 or higher to take this quirk.
Some of you already have archer and Home-brew SMs similar to endure. If any of these changes effect your character you may make any alterations caused by them for free. Swapping them out, or just accepting the changes and making the required alterations.
This post has been edited by Bribri: 12 April 2013 - 02:03 PM
- 12 April 2013 - 01:58 PM