Author Topic: Portal Master  (Read 3867 times)

Mystify

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Portal Master
« on: March 26, 2012, 12:58:36 PM »
Yes, this is inspired by that portal.

Circle 1 - create portal: As a swift action, you may open one end of a portal within close range. If you have 2 ends open, you may relocate one of them to the new location. The portal must be placed on a surface, and you must have line of effect to the location you are opening the portal.
               Treat the two squares adjacent to the portal as adjacent for determining line of effect. This means things can move through the portal and end up in the other square with normal movement, and the portals create line of effect for spells, redefine what a straight line is for charging, etc.

Circle 2 - Whee: If you  jump through a portal and land back in your portal, get +1/circle bonus on athletic checks to jump, starting from the portal. If this second jump also lands in a portal, you can increase this to +2/circle bonus. You are also immune to falling damage.

Circle 3- Relocate enemy:  If you place a portal under an opponent, they must make a reflex save (10+1/2 level +KOM) or fall through the portal, ending up wherever the portal leads, and are [blown away] in a direction directly out from the portal. The portal must lead someplace for this to have an effect. This is a  [Ground] effect.

Circle 4 - Dual portals - you are now much faster at placing portals. After you spend your swift to place once portal, you may place a second portal later in the round as a free action. The range at which you can place portals increases to medium.

Circle 5 -  Mass driver: You may use relocate enemy on objects. If the object hits an opponent after leaving the portal, it deals 3xKOM damage.
               
Circle 6- infinite fall loop - if you place portals oriented vertically, one above the other (such as on a ceiling and floor), then you can build up massive amounts of momentum by leaving an object inside for 1 round before moving the exit portal. The effect this has varies based on the object
              You: If you are the object in the loop, you can expel yourself at extremely high velocities. You gain [Flying] for 3 rounds, and can make a special charge attack from the portal. You can charge at double your normal charge speed, and all damage due to the charge deals 3x damage.  If you can make multiple charges in a round, such as from the knight track, this increase only applies to the first.
              Object: The mass driver damage increases to 8xKOM.
              Enemy: You launch the enemy at high speeds, causing brutal damage. They take max falling damage(which is undefined... any suggestions on what this damage should be?). They get an additional reflex save the round they are in the loop to leave it and take half damage.

Circle 7 - Portal Master: People can't believe how fast you can rearrange portals. You may now place nay number of portals after the first swift, up to your limit on free actions. Portals can now be placed at long range.
             
« Last Edit: March 29, 2012, 03:37:48 PM by Mystify »
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Grue

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Re: Portal Master
« Reply #1 on: March 26, 2012, 03:41:09 PM »
don't know about the balance, but looks good from a Portal standpoint.

Edit: this track allows to do at will in 2 swifts lasting indefinitely at first circle what a Fated level Legendary creature does once per scene in 20 rounds lasting only 3 rounds.
« Last Edit: March 26, 2012, 06:08:51 PM by Grue »

crackpotTheorist

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Re: Portal Master
« Reply #2 on: March 27, 2012, 01:49:01 AM »
Circle two makes no sense mechanically. To jump through, you would need to make a check. But if you succeed on the check, you get a bonus to the check you just made?

RAW you can fire portals through portals. Not sure if this was intended.

20th level effectively gives you infinite move speed by repeatedly placing portals on the ground in a path.

Most of the circles are basically just physics not affecting your portals in any way UNTIL you reach that level. What happens if you place a portal underneath an enemy when you are only level 1? Are all enemies just immune to being affect by portals? What about Arrows? How do they travel through the portals, if objects can't travel through them until fifth circle? Or if they can, then why can't other objects travel through them before that?
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Mystify

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Re: Portal Master
« Reply #3 on: March 27, 2012, 06:44:12 AM »
Circle two makes no sense mechanically. To jump through, you would need to make a check. But if you succeed on the check, you get a bonus to the check you just made?
No, you misunderstand. You jump through the portal, and make a jump check to get back to the portal. If you succeed, you make another jump check, which can go further this time. If you can make the easy jump check to leap from portal to portal, you can get a bonus to make a larger jump check.

RAW you can fire portals through portals. Not sure if this was intended.
I noticed that, I didn't feel like trying to change it.
20th level effectively gives you infinite move speed by repeatedly placing portals on the ground in a path.
You only have 5 free actions.
Most of the circles are basically just physics not affecting your portals in any way UNTIL you reach that level. What happens if you place a portal underneath an enemy when you are only level 1? Are all enemies just immune to being affect by portals? What about Arrows? How do they travel through the portals, if objects can't travel through them until fifth circle? Or if they can, then why can't other objects travel through them before that?
Its not that the physics don't work that way, its that you don't have enough skill to execute the maneuver. You place a portal under someone, and you aren't skilled enough to make them fall through, they essentially auto-make the save. Objects can move through the portal, but you aren't going to make them fall through in such a way to bean somebody over the head properly.
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crackpotTheorist

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Re: Portal Master
« Reply #4 on: March 27, 2012, 07:15:50 AM »
What happens to the enemy then? Do they have to move? Do they just stay on the square above the portal, ignoring it completely?
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Mystify

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Re: Portal Master
« Reply #5 on: March 27, 2012, 07:17:23 AM »
What happens to the enemy then? Do they have to move? Do they just stay on the square above the portal, ignoring it completely?
Just say they are standing in the square with it, no need to over-complicate things. If they decide to go through the portal on their turn, it is their decision.
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Djtooth

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Re: Portal Master
« Reply #6 on: March 27, 2012, 11:35:05 AM »
Do your allies gain line of effect? Can your allies use the portals yo travel? Can your allies be used for the charge action? Can your dead allies be used for the mass drivers?
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Mystify

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Re: Portal Master
« Reply #7 on: March 27, 2012, 11:47:49 AM »
Do your allies gain line of effect? Can your allies use the portals yo travel? Can your allies be used for the charge action? Can your dead allies be used for the mass drivers?
Allies gain line of effect, and so do enemies.
Allies, and enemies, can use the portals to travel.
The portals are not restricted in what can pass through them, they just link line of effect, so the squares are effectively adjacent.
The allies cannot be used for the charge action. It is presumed it is part of your skill with traversing portals that lets you utilize the momentum.
Dead allies are objects, so they would be usable with mass driver.
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crackpotTheorist

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Re: Portal Master
« Reply #8 on: March 29, 2012, 12:36:25 AM »
Allies gain line of effect, and so do enemies.
Allies, and enemies, can use the portals to travel.
It pretty clearly says that YOU can. Its a trait from your character, not the portal.
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Mystify

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Re: Portal Master
« Reply #9 on: March 29, 2012, 03:38:29 PM »
Allies gain line of effect, and so do enemies.
Allies, and enemies, can use the portals to travel.
It pretty clearly says that YOU can. Its a trait from your character, not the portal.
That was meant to be a generic "these things can happen" not" This character can do these things". Reworded for clarity.
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