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What do you think of this? You get a combat ability at level 2, have a passive at level 1 to get out of combat abilities, and by level 20 you can form a pact with 5 stronger spirits and channel their powers. Plus you still have 5 levels to add in more abilities.
Romans 8:31 What, then, shall we say in response to this? If God is for us, who can be against us?
1 Corinthians 13:1-3 If I speak in the tongues of men or of angels, but do not have love, I am only a resounding gong or a clanging cymbal. If I have the gift of prophecy and can fathom all mysteries and all knowledge, and if I have a faith that can move mountains, but do not have love, I am nothing. If I give all I possess to the poor and give over my body to hardship that I may boast, but do not have love, I gain nothing. |
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Obviously I wasn't thinking powerful enough.
Couple spaces missing, couple name fixes (for my own personal pseudo-superpower-OCD), but overall... well done! I like it!
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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I'm half asleep or I would help with the spots I left empty.
Romans 8:31 What, then, shall we say in response to this? If God is for us, who can be against us?
1 Corinthians 13:1-3 If I speak in the tongues of men or of angels, but do not have love, I am only a resounding gong or a clanging cymbal. If I have the gift of prophecy and can fathom all mysteries and all knowledge, and if I have a faith that can move mountains, but do not have love, I am nothing. If I give all I possess to the poor and give over my body to hardship that I may boast, but do not have love, I gain nothing. |
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It's cool, we can worry about that tomorrow.
I'm gonna work on Warriors of Myth; that Titan page won't finish itself.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Over the idiot DM yet Zale?
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Zale said in the Queue he would not be getting to this anytime soon. We'll start other RPs before we start this.
Praise the Sun
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It's been almost a month, so I was just checking in.
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Well, I'm only telling you what Zale said. We should just leave this alone until Zale is ready.
Praise the Sun
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In reply to this post by Celadon's Penultimate
REPOST
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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That may be illegal.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather |
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You didn't mind the first time I posted it.
And besides, I'm only reposting something posted online by someone else.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Hey, Shad, any advice for this person?
He's trying to make a DnD campaign based on Greek Myths. If you happen to know anything about that subject.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather |
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Oh, you know me. I dabble...
But, um, yeah, I think he has basically everything covered. Basically no weapons or classes or races outside of Greek culture (best to stick with the basics). I would suggest he look at www.theoi.com for specific ideas on races, if he wanted to go outside of human races. But for the most part, humans will likely do the trick. And if not, there's always the fabulous races. As far as weapons, the generics would also work here; shield, club, sword, maybe mace or staff. For exotic weapons, axes, whips, knives/daggers, etc. And creatures, naturally, you would also consult Theoi, because they has teh plenty. Now, as for deities, however...There are gods much more suitable to causing mischief than Hades. Despite what people often associate him with (i.e. Underground = evil) he was actually very fair and honest, aside from the whole kidnapping Persephone thing... A bit on the dismal side, but not an insidious bone in his body. In fact, if you trace his name back... Hades (Latinized) > Haides (Anglicized) > Aides (Greek pronunciation). Aides means "Respected One" or "Venerable One". Now, if this DM fellow really wants some mischief makers, I would suggest Ate. She is basically the Greek equivalent of Loki (though, admittedly, she had a much smaller role in the Greek mythos). Goddess of mischief, evil, delusion and ruin, she was able to tempt god and man alike into doing incredibly stupid things, that often led to them either getting in trouble, or getting killed. In fact, she even has a reason to grudge against Zeus. For causing so much trouble on Mount Olympus (what with being the cause for many of Zeus' infidelities), she was snatched up by Zeus himself and hurled down to Earth, banished forever from the abode of the gods. Now, imagine her ganging up with the likes of Dolos, Apate, Phthonos, Eris and whatever other minor gods the DM wanted to include, in an insidious attempt to worm their way back onto Mount Olympus...
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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You almost done with the remake of your Spirit Medium Class? Would love to see how it looks.
http://loc.wikia.com/wiki/Mina
In NB: Crescent's best technique: Moonless Night Suzu's favorite technique: Shining Blade |
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I'm actually not. I've been swamped as of late.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Saddening. Well, here's the Blade Dancer class I was working on that will be my backup if needed (still needs work):
Class: Blade Dancer Resource: Chi 1. Dual Wielding: Upgrades to Triple at lvl 6, Quadruple at lvl 10, Quintuple at lvl 15, and Hextuple at lvl 20. All blades beyond the first 3 hover telekinetically around the Blade Dancer 2. Shimmering Blades: Blades seem to shimmer and vibrate from place to place, allows Blade Dancer to strike twice for every normal attack 3. Blade Appraisal: Can determine the sharpness, durability and make of any blade 4. Chi Blade: Can create a blade from chi for fighting and dances, disappears if it leaves the Blade Dancer's hand 5. (TBD) 6. Dancer's Grace: Raises dexterity and speed for a few minutes 7. Dance of Death: Temporary speed boost for 1 minute after defeating a foe 8. Wall of Blades: Removes offensive ability to create a barrier of blades around Blade Dancer 9. Dance of Winter: TBD 10. Dance of Blades: Skill with blades goes up, speed and reflexes are doubled during duration of dance 11. Hypnotic Dance: Chance of putting to sleep those who watch the dance 12. Dance of Spring: Useable only after Dance of Winter, TBD 13. Dance of the Spectre: Slightly hovers over terrain increasing movement, Allows walking on liquids and hovering in open air 14. Dancer's Finesse: Due to the Blade Dancer's skill at movement, they can reposition a foe for better accuracy after dealing a major hit 15. Dance of Summer: Useable only after Dance of Spring, TBD 16. Unending Dance: Can use the effects of two dances simultaneously 17. World of Blades: Blade Dancer's blades multiply and hover around him/her in a ring for 2 minutes, allows attacking and parrying in multiple directions 18. Dance of Autumn: Useable only after Dance of Summer, TBD 19. Avatar of Blades and Dancing: TBD 20. Dance of Infinite Blades: All boosts from Dance of Blades, also can generate blades of chi infinitely during the duration of the dance
http://loc.wikia.com/wiki/Mina
In NB: Crescent's best technique: Moonless Night Suzu's favorite technique: Shining Blade |
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Think I'll work on it now.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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This post was updated on .
In reply to this post by Philote
How's this?
1. Passive Spirituality- A spirit medium naturally gains psychic power over time, allowing her to develop passive powers; this implies that you would gain your passive powers every couple levels, such as Psychometry, Mediumistic Recall, Sense Death and the Dead, Speak with Spirits/Spirit Affinity, Etc.) -Start off with Sense Death and the Dead, Speak with Spirits/Spirit Affinity, Familiar Link 2. Mediumistic Automatism- Spirits of similar (good) alignment can enter Phasma's body to relay messages from the Astral Realm (via speech/writing, motion, etc.); this also allows them to direct her movements (fighting, etc), if both parties are willing -The longer a spirit stays embodied, the more it wears Phasma out afterward; number of spirits that can be easily channeled increases over time 3. Intangible Reach- Phasma is able to affect intangible targets as though by touch, including (at higher levels) pulling them into the Material Plane 4. Spirit Alliance- Phasma is able to form a pact with a strong spirit with unique abilities. A new pact is able to be formed every four levels, starting with this level. 5. Superhuman Resilience- Phasma is able to resist being compelled from many different means. At level 12 expands to: Domination Immunity- Phasma is able to resist being compelled at all, or being charmed or possessed. 6. Automatic Abilities- Phasma can channel more than thoughts, memories and emotions from spirits; she can channel whatever superhuman abilities they have (any they have as spirits, as well as any they had in life) -Only up to five abilities channeled per day 7. Harm Undead- Phasma is able to inflict pain upon any evil spirit, by touch, including those unnaturally inhabiting the bodies of ghouls, zombies, vampires and other undead. 8. Astral Projection- Phasma can not only perceive other disembodied spirits--she can project her OWN spirit! Her spirit can physically leave her body, and travel, via flight, through the Material and Astral Realms. -Body left vulnerable to harm (except for Casper and other allies defending her) At level 11 expands to: Remote Control- Phasma's mind is far more dexterous from dealing with foreign minds; she can now split her consciousness in two, allowing her to maintain mental integrity when she astral projects (and thus be less vulnerable when she does so) -Dividing her consciousness requires concentration 9. Astral Construct- Phasma is able to create an astral tool or weapon that deals Psionic damage. Phasma is able to channel the abilities of her spirit allies through the tool/weapon. 10. Summon Spirits- Phasma has surpassed defensive repulsion of spirits; now she can also call spirits, forcing them to manifest on the material plane to assist her; frightening foes, attacking them, possessing them, etc. -Only lasts for two rounds (or whatever the equivalent of five minutes is) 11. Astral Possession- Phasma's Astral Projection may now be used as a weapon. Any living humanoid she encounters will be a suitable target for her to hijack as a living meat puppet. The astral form she projects is fueled by the energy of the Astral Realm, rather than expending her own energy -Only works on humanoids, and only lasts the equivalent of five to ten minutes (depending on strength and size of the target) At level 16 expands to: Metempsychosis- Phasma's mind has an automatic defense mechanism that has been programmed into her psyche; in the event she dies, her body immediately takes possession of the nearest body next to her; at level 20, this can even apply to recently-dead bodies 12. Compel Spirits- Phasma is capable of compelling spirits now; they will easily follow any command she gives (in their capability) -The smarter/more strong-willed it is, the harder it is to compel; also, only three to four uses per day, depending on power 13. Share Spirit Affinity- By touch, Phasma can reveal the workings of the spirit world to others; she can allow them to perceive spirits and communicate with them -The negativity or positivity of the experience varies based on the affected subject’s relationship with Phasma 14. Astral Healing- Phasma is capable of utilizing her Mediumism to heal others mentally; by channeling positive spiritual energy from the astral plane, she can transfer fuel to operate a spirit’s function, thus accelerating the physical healing process, and mental recovery from trauma - Requires physical contact until Level 18; close physical proximity afterward 15. Astral Affliction- Phasma is capable of utilizing her Mediumism to harm others mentally; by channeling spirits' mental and emotional pain and trauma, she can transfer said feelings to others at will. - Requires physical contact until Level 18 16.Metempsychosis Inducing- Phasma is capable of causing two or more parties to exchange positions, provided at least one of them is within a living body; this may result in a living spirit being disembodied, a disembodied spirit being embodied, or even two 17. Astral Trapping- Spirit Medium traps a target in the astral plane for a short duration, target is unable to move in astral plane and returns to same spot it left. - At level 20, she can trap a spirit in the same location as a living being, using it as an anchor, thus immobilizing both the spirit and the living being, among other creative applications 18. Mediumistic Transfiguration- Phasma's attunement to the Spirit World is so great, that now she can superimpose an intangible spirit over her own body as though it were another tangible form; others will regard it as such; this effectively serves as a form of Shapeshifting. -If the spirit’s form is larger/heavier than her, she will suffer fatigue from their psychically superimposed weight; if they are smaller/lighter than her, she may feel light-headed as she adjusts to being lighter 19. Astraportation/Astral Travel- Phasma's power is at its height. Typically, this feat would only allow her spirit to use the Astral Realm for Teleportation, thus multiplying her speed of spirit travel; however, due to her mixed lineage involved with the dead, her connection is deep enough that she can physically pass into the Spirit Realm, using it as an apparatus for whole-body Teleportation -The amount of weight she can transport beyond her own depends on how many spirits she channels at the time 20. Astral Time Travel (Temporal Astral Projection)- Phasma can use her powers of Astral Travel, combined with her power of Astral Projection, to project her spirit not only through space, but through time. -When time travelling, Phasma must choose between possessing a body or remaining disembodied; if she arrives in a physical body, her spirit remains in the body until she returns to her normal time; if she arrives outside of a body, she is entirely intangible, incapable of possessing a body until she returns to her normal time
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Hey, Zale, I was wondering.
This game doesn't end after we hit level 20, right?
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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In reply to this post by Celadon's Penultimate
Are you sure that time travel is workable in the context of an RP?
Hey son, wanna' learn how ta' make witch balls?
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