Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Djtooth

Pages: [1] 2
1
General Legend Discussion / Super Saiyan Build
« on: April 17, 2017, 12:31:35 PM »
Build One
Rage- To go Super Saiyan, fury bonuses are thematically appropriate.
Discipline of the Crane- Flight, instantaneous transmission, revival, this track is full of super Saiyan flavor.
Discipline of the Dragon- Either Careful sun or the indomitable saiyan, or reckless moon for an untouchable saiyan. Saiyans are fearless, and keep fighting at 100% or higher when they are taking a beating.


Build Two
Dervish- Turn super Sayian, and unleash your super speed.
Path of Ancestors- More initiative, Faster healing, And immunity to damage, this screams front line fighter.
Acrobatic Adept- Sayians are fantastic at dodging melee attacks, mainly because if they are hit they must spend the next thirty minutes gliding through mountains.
*Take a feat or item that grants flight.

**Both would need to have at least two weapons. Ki Blast [Distant 1] [Elemental- Electricity] [Parrying] & Martial Arts [Brutal 3] or [Brutal 2] [Magnum]

Any suggestions on how to improve these? Currently their weapons can be disarmed, but I don't think combat maneuvers from Discipline of the Serpent would fit here.

2
Legend Mechanics & Balance / Older Versions of Legend
« on: April 17, 2017, 12:02:19 PM »
I want to check out some older versions of the legend rules without trying to fix my old trashed computer.
Does anyone have a link to it?
Thinking back when Monk had poison abilities.

3
Legend Homebrew / Blood Mage (The Heart of a Fossil begins to beat)
« on: July 03, 2013, 09:43:27 PM »
So a few people I'm not naming got me back into Legend. Digging around in my favorite section I found something that was waiting for a pulse. So I provided.

Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifier (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You receive a pool of  Aura Enhancement points, with points equal to the amount of circles you have in Blood Mage. You may allocate these points to improve your aura with special effects detailed below. At the beginning of each Scene you can reallocate your Aura Enhancement points. At 4th circle you can reallocate your Aura Enhancement points at the beginning of each encounter. At 7th circle you can reallocate your Aura Enhancement points as a move action. Additionally  once per round at the beginning of your turn you may remove [Hp Reduction] up to half your level from any creature in your aura.

2nd-Nanocells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check and apply the result to all allies within your aura.

3rd Vigor - With proper discipline one can endure the injuries that others suffer.
Once per [Encounter], if  an ally within your aura makes a successful Fortitude against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), they instead ignore the effect entirely.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction]  that is not self inflicted they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your TAM.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of one of the following [Battered], [Bleeding], [Blinded], [Confused], [Dazed], [Deafened], [Energy drained], [Exhausted ], [Fatigued ], [Nauseated ], [Paralyzed], [Petrified], [Sickened] or [Stunned]. When you use this ability you become [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
At will as a Move action you may jump into any living creature within [melee] range and [teleport] adjacent to any creature within your aura. You may choose to make either or both the entrance or the exit “Messy” causing the victim to take 1d8 points of damage per level, and be rendered [Bleeding] and [Battered]. A successful fortitude save (10 + Level / 2 + TAM) halves the damage and prevents the [Battered]. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Of Course the best informants lie deeply embedded within your opponents sense of security.
As a swift action, you can search for living creatures within your aura. This allows you to make a Perception check (DC 10 + creature’s total Stealth modifier) to detect each creature in the area using the Stealth skill, and also allows you to automatically detect any creatures in the area to which you do not have Line of Sight and which are not using the Stealth skill. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your TAM and on a failed fortitude save(10 + Level / 2 + TAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage Before the [HP Reduction] is applied. A successful Fortitude save (10 + Level / 2 + TAM) negates the damage.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level for one round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level to a minimum of 0 per instance of healing.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones crimson fluids decided not to.
At the beginning of your turn all enemies within your aura gain [Vulnerability] to [Fire] or [Cold] damage for one round. Fortitude Save Negates (10 + Level / 2 + TAM)

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + TAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
All enemies within your Aura gain a -2 to all D20 rolls, additionally they receive a -3 penalty to saves against [Fear] effects, and whenever they would be raised one step on the fear latter they are raised one additional step.



Rough Draft
Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifer (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You have one point per circle to invest in your aura. You may change the allocations of your aura at the beginning of each scene. At 4th circle you can reallocate at the beginning of each encounter. At 7th circle you can reallocate as a move action.

2nd-Nano Cells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check or medicine check and apply the result to all allies within your aura.

3rd The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your KAM. You also gain a +2 bonus to your awareness.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction] they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- Meditation - With proper discipline ones blood can become as resilient as stone.
Any ally within your aura may expend their standard action to gain [Resistance] to damage and a +2 to all saves until the end of the round.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of any temporary status effect aside from [dying], [entangled],[prone] and [checked]. When you use this ability you are [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
You may use instantly travel to any living creature within your aura as a move action. Doing this causes the victim to receive 1d8*CL points of damage and they become [bleeding]. If there is a living creature  with the [Bleeding] condition within [Melee] range you may use this ability to jump through them to another creature causing both victims to be affected by this ability. A successful fortitude save (10 + Level / 2 + KAM) halves the damage. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Ofcourse the best informants lie deeply embedded within your opponents sense of security.You may make a perception check to detect any living creature within [close] range. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your KAM and on a failed fortitude save(10 + Level / 2 + KAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage. A successful Fortitude save (10 + Level / 2 + KAM) negates the damage. Additionally enemies within your aura cannot remove the [bleeding] condition.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level until the end of round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones fluids decided not to.
All enemies within your aura gain [Vulnerability] to [Fire] and [Cold] damage.

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + KAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
Whenever an ability with a fear effect would affect a enemy within your aura they receive a -3 on the save and if they would be [shaken], [frighten] or [panic] increase the fear ladder count by one.

4
Legend Homebrew / New Feat for Medium Creatures.
« on: January 13, 2013, 06:43:17 PM »
Small creatures gain bonuses to hit and to avoid attacks, and Large creatures gain bonuses to range and resist Maneuvers.
Both sizes have a feat, so where is the love for the mediums creatures?

Extra Medium- You are medium without any of the penalties, bonuses for being medium size are quadrupled, and you gain a bonus feat.

This would give medium creatures more of a standing ground against the other sizes.
Also change humans bonus feat to this.

5
Legend Homebrew / The Dragoon-Revised
« on: July 17, 2012, 10:52:44 PM »
The Dragoon
They are warriors who have mastered the leap, they are the sky that falls upon their foes, they are the doom that rains against their enemies, and they can easily mount flying dragons to remove them from the skies.

This is my attempt at replicating Final Fantasy's Dragoon's signature ability Jump.
Tell me what you think.
Edit: made it make sense

6
Legend Homebrew / The Horizon Walker
« on: July 09, 2012, 05:51:53 PM »
DnD port of Horizon walker to legend.

The Horizon Walker is a master nomad, the explorer of worlds, the greatest wanderer, and the perfect guide.

1st Terrain MasteryEx- Every circle you gain access to a terrain proficiency of your choice. This choice is permanent. You are also immune to hazardous conditions from terrains you are proficient in. For example you do not dehydrate quickly in the desert, you are not slowed when traveling long distances in the forest, you are immune to altitude sickness when you are on a mountain, etc.

2nd World WalkerEx- Your movement speed increases by 5 ft per circle when you are on a terrain or plane you are proficient in, you are also unaffected by difficult terrain.

3rd Verizon GliderSu- You gain flight speed equal to your land speed.

4th Scholar of GaiaEx- You may now make knowledge checks to identify creatures as part of a swift action. Additionally you gain +2 to knowledge checks.

5th Planar MasterySu- This circle and every circle after you gain access to a planar mastery. This choice is permanent. Additionally you are proficient with the material plane(the campaign's plane). You are immune to the hazardous conditions of the planes you are proficient in.

6th Terra-formSp- At will as a standard action you may change the terrain of a 40ft square to any terrain you are proficient in. You may only change the height of terrian by 40ft per cast.  Anything on this terrain is effected by the change. For example if you change a forest into an aquatic environment all plants are subject to flooding, and creatures may drown if they cannot resurface fast enough. If you change a lake into a mountain then fish may suffocate and people may fall if they don't succeed an appropriate climb check.

7th Planar-formSp- At will as a standard action you may change the planar space of a 40ft square to any plane you are proficient in. This may have a dangerous and unstable outcome on the surrounding environment. For example if you invoke the plane of fire on a forest the fire will spread destroying the forest if not contained. If you invoke the plane of electric on a pond the entire pond would be subject to electric damage every round. Talk with the GM for appropriate outcomes.


Terrain Proficiencies: All benefits granted by Terrain Proficiency stack with each other.

Arctic: You gain a +2 Diplomacy and Intimidate checks, and a +1 AC and saves against creatures you have successfully identified.

Aquatic: You can now breathe under water, you gain a swim speed equal to your land speed, and a +2 to Athletics checks. +1 to attack and damage rolls to creatures you successfully identified.

Desert: You are immune to fatigue and exhaustion from anything aside from sleep depravity, and a +2 to Vigor checks. And you gain a +1 to saves and attack rolls against creatures you have successfully identified.

Forest: You gain a +2 to Nature, and Stealth checks. You also gain a +1 AC, and attack rolls to creature you have successfully identified.

Hills: You gain a +2 to Acrobatics and perception checks. You also gain a +1 AC and Damage rolls to creatures you have successfully identified.

Swamp: You are immune to natural environmental diseases, you also gain a +2 to Larceny checks. You gain a +1 saves and DCs against creatures you have successfully identified.

Mountains: You gain a climb speed equal to you land speed, +2 to Geography. You also gain +1 to damage rolls and saves against creatures you have successfully identified.

Plains: You gain +2 Medicine and Ride checks. You also gain +1 to damage rolls and DCs to creatures you have successfully identified.

Underground: You gain dark-vision and tremor sense to 20ft, you also gain a +2 to History. You also gain +1 to DCs and atk rolls to creatures you have identified.

Urban: You gain a +2 Bluff and Engineering checks, and a +1 AC and DCs against creatures you have successfully identified.

Planar Proficiencies-

Fire: [Resistance] to [Fire], +2 to Arcana checks. You deal an additional 4 points of [Fire] damage and render [On fire] until end of encounter to creatures you have successfully identified on hit.

Cold: [Resistance] to [Cold], You deal an additional 4 points of [Cold] damage and reduce the movement speeds by 10ft for two rounds to opponents you have successfully identified on hit.

Acid: [Resistance] to [Acid], Your attacks cause the opponents to take 2 points of [acid] damage on the beginning of their next three turns(This effect stacks) to opponents you have successfully identified on hit.

Electric: [Resistance] to [Electric] and you deal an additional 4 points of [Electric] damage and render the opponent [flat-footed] to opponents you have successfully identified on hit.

Negative: [Resistance] to [Negative], Your attacks inflict [hp reduction] equal to 1/2 of the damage dealt (rounded down).

Positive: [Resistance] to [Positive](This does not interfere with healing), When ever you are healed you gain 1/2 rounded down of the hit points as temporary hit-points.

Ethereal: [Resistance] to [Force], You can see invisible objects and creatures normally even if they are naturally invisible, you gain ghost wise sight out to 40ft, and you are immune to the [revealed] condition.

Planar notes-

Plane of Fire - Its hot this season.

Plane of Cold- This place is pretty cool.

Plane of Electricity- Shockingly this plane isn't that bad.

Plane of Acid- Getting my PHD from there.

Positive Plane- This plane is half full.

Negative Plane- This plane is half empty.

Ethereal plane- This plane isnt fake.

7
Legend Homebrew / Armor Properties
« on: July 07, 2012, 07:07:13 PM »
Why not give armor the same customization as weapons?
Sometimes characters dont really care about AC, such as chargers so why dont we have a chart that allows people to make armor that fits them?
First change this mechanic adds is armor no longer gives an AC bonus , and Heavy armor is no longer a thing.
Armor can have up to three properties, all circles that give an item armor bonus have no properties(armor can still be worn over it for properties). Sophisticated can now be taken with armor. You can only benefit from one piece of armor at a time, you cannot change the armor you are wearing during encounters.

[Thick] -  +1 item bonus to AC. 'can be taken up to three times'

[Tough] increases DR by 1 +1 per ten levels.

[Light] +5 movement speed 'can be taken up to three times'

[Sturdy] +1 to saves against combat maneuvers 'can be taken up to three times'

[Flexible] +1 to any one DEX or Str based Skill.

[Resistant] +1 to fort saves 'can be taken up to three times'
[Loose] +1 to reflex saves 'can be taken up to three times'
[Aluminum] +1 to will saves. 'can be taken up to three times'

[Deceiving] as an immediate action you may cause an opponent to gain -2 to atk rolls against you until end of turn.

[Illuminated] This may be activated/deactivated as a swift action. -5 to stealth rolls, you emit light for up to 5ft.

[Grounded] you take 5 less damage from [Electric].
[Basic] You take 5 less damage from [Acid]
[Insulated] You take 5 less damage from [Cold]
[Fire Proof] You take 5 less damage from [Fire]
___________________________________________
Some examples of armors

Leather armor [thick] [loose] [light]
Robes [Deceiving] [Light] [Aluminum]
Chain mail [Thick 2] [Tough]
Plate [Thick 3]
Ninja Suit[Flexible] [Light 2]
Blast Suit [Fire Proof] [Tough] [Thick]
Clothes [Light 3]
Furs [Insulated] [Thick] [Resistant]
Mining gear [Illuminated] [Sturdy] [Thick]

8
Realms of Adventure / Legend Conversion to League of Legends
« on: July 04, 2012, 04:51:06 PM »
Hey how about we play a little game.
Lets convert Tracks (or circles) into LoL abilitys.
Ill start with a few.

Circle - Evasion-
Passive your champion takes 10/15/20/25/30% less damage from AoE abilities.
Active you gain triple of the passive effect for 1/1.5/2/2.5/3 seconds. When this ability is on cool down you do not benefit from the passive. 20 second cooldown.

Track - Path of destruction.
Passive Cleave - Your basic attacks damage a 100 AoE.

Q Whirlwind - Immediately damage all nearby enemy units dealing 30/50/70/90/110 + (1 total AD) physical, each unit killed within the radius of this ability reduces the cool down by 1 second. CD 16/14/12/10/8 AoE 220/240/260/280/300

W Disrupting presence - When active enemy champions using abilities within a 400 radius take 30/60/90/120/150(+.3AP) magic damage. Last 6 seconds. CD- 10/9/8/7/6(Goes on CD after ability ends)

E Path of Blades- Dash forward to target location dealing damage equal to 20 (+1/1.5/2/2.5/3 total AD) in physical damage to all units in your path. When used this ability is on cool-down until you kill an enemy unit.
Range 650

R(ult) Deadly Presence - All enemies within range are feared for 1 second, your passive range is doubled, and enemies within range take magic damage equal to your total AD per second. CD 130/100/70 Duration- 4/5/6 seconds Range 300/400/500

9
Legend Mechanics & Balance / Larceny to conceal objects
« on: June 27, 2012, 01:41:56 PM »
In the [hold-out] property it states "weapons are automatically concealed on your person from anything but a hand search, and you can make a Larceny check at no penalty to conceal them from a hand search." But i cannot find any rules about conceal objects with larceny.
Is this intentional for GMs to decide how the mechanic works?

10
Legend Homebrew / The Oppurtunist
« on: June 27, 2012, 01:02:44 PM »
Ever breath is an extension to your life. Every second is either an opportunity seized or lost.  Time is infinite, yours is limited. You cannot afford to wait, now you must act.
All abilities of this track are extraordinary.

1st- Without blinking - You may make opportunity attacks as many times as you are allowed to attack in a full attack action (this includes [bonus attacks].)
Additionally you gain +1 per circle to initiative, awareness and perception checks.
Whenever you attack an opponent that is [flat footed] you decrease their initiative by 1. (this may change the turn order)

2nd- In a breath - As a swift action you may gain +2 attack, damage rolls, saving throws and skill checks until the end of round. If this is active and you successfully make an attack of opportunity you may extend this effect for another round.(the duration stacks) This effect does not stack with itself. Additionally whenever you deal damage with and attack of opportunity and "In a breath" is active the opponent becomes [Flat-footed].

3rd- Vigilance - You may now make attacks of opportunity with range attacks up to [Medium] range with a -3 to the attack roll.
 Opponents in [Melee] range provoke attacks of opportunity from you when they activate supernatural abilities.

4th- Uncanny dodge- Immunity to [Flat-footed]

5th- Perfect timing - You may now make one attack of opportunity per circle in this track.
When ever you deal damage with an attack of opportunity you gain a +1 to d20 rolls until the end of your next turn. (this effect stacks)

6th- Always waiting - Opponents in [Melee] range provoke opportunity attacks from you when making 5ft shifts. 
3/encounter when you hit with an attack of opportunity you may apply the [Checked] condition on the opponent. This stops their movement in the square in witch they provoked the attack.

7th-Always watching - You can always act in surprise rounds, your attacks are not obstructed by [Miss chance], you can see normally through concealment, and you never provoke attacks of opportunity.

11
General Discussion / MLP discussion
« on: June 22, 2012, 02:23:33 AM »
Any bronies out there wanna talk about Equestria?

12
Realms of Adventure / Rumble2 [Sign Ups]
« on: June 20, 2012, 04:54:45 PM »
Alright ill host the next rumble match.

All are welcome to join, we wont start until more than 4 people agree to participate.

Rules summary:
  • Players generate a pool of abilities by choosing from a list or making up their own abilities.
  • Players secretly bid on those abilities spending Energy. Energy is an important ressource during actual play; don't spend too much!
  • Each turn, players can spend their current Energy total to attack, defend or use their abilities. (this does not actually consume energy)
  • Actions are revealed simultaneously
  • Damage taken (attacks-defense) is subtracted from Energy.
  • Players are eliminated when Energy reaches 0.
  • Last man standing wins
Please read the full rules if you are interested.

The game classically uses a super hero theme for its powers but I have also prepared a legend track themed version if you prefer that.


Players:
I am looking for 3-5 players.
One turn will last approximately 48h (maybe 72h if it turns out you need more time) to ensure that people from different timezones get to do their thing.
This thread will be used for discussion and player communication. Send your actions to me via PM. No secret communication between players, I'll trust you on this.

Please post here if you want to play and state which theme you would prefer: super heroes or Legend.


Houserules:
After powers have been selected but before bidding begins, players can vote for one power to get removed from the pool.
If a player misses the deadline for sending me his actions, I will randomly distribute his Energy on attack and defense. Attacks will get evenly distributed among all opponents.

The previous champion Judge Injury will be the announcer.

13
Legend Mechanics & Balance / Disappointing Path of the Dervish
« on: June 18, 2012, 03:53:42 AM »
Ill start with i love the idea of a dexterity based barbarian, and i really liked elvish war dance. I understand why they decided to make it a track instead of a feat but their approach to it was very disappointing.

1st- Ill start with the first circle.  Comparing with war dance it loses the advantage of having your KOM as the duration for the 'dance' meaning you lose about one or two rounds of the buff depending on level, race, and items. Compared to rage it loses temporary hit points and the bonus to combat maneuvers. It also gains no advantage its completely worse than rage.

2nd- Compared to elvish dance it has the [bonus attack] restriction which isn't fun. Compared to rage it has the advantage of ignoring the size increase penalties but doesn't gain the range increase. It has the disadvantage of not gaining +1 Kom (which is better than +1 init due to +1.5dmg) It gains a minor 10ft per two circles to movement which is a weird progression. 5ft per circle would make alot more since even if its still weak.

3rd-  Bleeding... Fantastic all of the time that bleeding would matter. If they remove the bleeding with a move action they remove all the [hp reduction] it caused.  And this is all the circle does. Bleeding is superseded by batter which actually stops healing so this is wasted until 4th circle. Compared to rage it loses the ability to [shaken] an opponent for the rest of the encounter and all the fun shenanigans that follows that.

4th-  You gain 10% miss chance, if im not mistaken that is a new low. One out of ten attacks will miss. 48 temporary hp is far better than this. You are saved from the additional -1 to ac ( initial -1 from  size increase). The problem with Reign of arrows is it only works with charisma based archers since acrobatics check to surprise an opponent is far harder than just hitting them with all of your to hit bonuses. Also the extra non [precision] KOM in damage is nice this track doesn't synergies with Reign of arrows so it wouldn't be accepted with the Cha based archers. [Entangle for 1 round is also a great on hit effect, but it has the burden of performing acrobatics checks that should never effect high ac targets. Having something that lowers AC that is ineffective against high AC targets as a prerequisite to an ability isn't very useful.  Compared to rage you lose an additional non [bonus attack] attack (with a thrown weapon) or you lose a free use of a thrown consumable. Or you lose an improved charging bull rush.

5th- This is a good circle immunity to [binding] effects. A bit more than a even trade for immunity to [mind-effecting].

6th- You gain concealment without gaining the stealth application. Fantastic... You dodge 1 out of five attacks which is worse than 72 (120 at 20th) additional hp.

7th- After two attacks the opponent is [battered] for the rest of the encounter. There are ways to gain immunity to [bleeding] and to remove it before your second attack but still this is a powerful ability. You also gain spring attack with double speed which is good but not sure if this does anything with swatch buckler. This however is completely better than current rage capstone that is a Nerf to the track. But for you to always be considered dancing would not have any negative effect on this track at all. It would just remove the fatigue penalty.

Really aside from having this track stack with rage (i wish) the fix would be,

1st- return the bonus to combat maneuvers and give either a bonus to acrobatics or give the miss chance.

2nd- Just make it an additional attack and make it 5 ft per circle.

3rd- [on fire] due to actual bleeding would be better here.  For replacing bleeding i would say ignoring [resistance] and [damage reduction] equal to your character level and add [on fire].

4th- Miss chance improves to 20%, +2 initiative(Even out of dance), and with the fury bonus to acrobatics equal to your circles this would be useful.

5th- Good

6th- 30% Miss chance, +4 initiative.

7th- Always dancing, and [battered] when hitting a [on fire] target.

This would make dervish a track that will actually be considered over rage in certain builds.

14
Forum Business / Forum Positions
« on: May 27, 2012, 03:27:01 AM »
How do forum positions work?
I thought it was ranked by post count but Friday i was an Elite and now im a minion again.
What i thought the progression scheme followed was
20>mook
100> Minion
200ish> Operative
300+ Miniboss
How does this work?

15
Legend Homebrew / Poll for Track game
« on: May 24, 2012, 12:14:47 PM »
Since i cannot delete polls i have to make a new post.

The winners are Zen, Blood and Aura!

Pages: [1] 2