Hätte noch ein paar Fragen zu den Mykoi:
Leben Mykoi noch woanders oder nur in dieser einen Höhle in den Zamora Marschen?
Bisher kommt mir das so vor, als wären sie nur ein kleiner Teil der Bevölkerung. Kennt man Mykoi allgemein oder gibt es auch Gegenden, wo man die Rasse gar nicht kennt?
Wie genau kann man sich die vom Aussehen vorstellen? Wie einen Menschen ohne Haare und mit pilzartiger Haut? Haben die einen an Menschen erinnernden Kopf oder tatsächlich eine Art Pilzhut? Unterscheiden sich die Mykoi voneinander, je nach "Pilzart"?
Wie einer von denen oder menschlicher?
Spoiler (Anzeigen)(http://orig12.deviantart.net/9b87/f/2010/048/7/3/mushroom_folk_by_m0ai.jpg)
Grunt (Anzeigen)Primary: Soak, Secondary: Dash, Tertiary: Focus:
Signature Action:
Nothing but a flesh wound: Spend 10 Soak to reduce the status of your injuries by one category, to a minimum of uninjured. Taking this action does not prevent a character from dying.
Specializations: Melee (Cost: 30 XP), Ranged (Cost: 30 XP).
Advanced Actions:
(to be added, hab da schon Ideen)
Sieht doch schonmal gut aus :) Fehlt nur das "Fungi Physiology" im Bogen (vielleicht hätte ich für die Spezies-Eigenschaften einen Extra-Reiter anlegen sollen). Ach und den Kompass brauchst du als Mykos nicht so wirklich^^ Außer du möchtest einen mit Sonderfunktionen :D
Meine Idee des Pazifisten-Quriks sähe so aus:
Pacifist (Anzeigen)You strongly believe violence is the wrong way to settle conflicts. Whenever you attempt to harm a living being (whether successfully or not), you lose 5 Focus. Whenever you peacefully resolve a conflict (you don't have to do it alone, but you have to play a significant role in its resolution), you regain 5 Focus.
Grunt (Anzeigen)Primary: Soak, Secondary: Dash, Tertiary: Focus:
Signature Action:
Nothing but a flesh wound: Spend 10 Soak to ignore a grave injury until the end of combat
Specializations: Melee (Cost: 30 XP), Ranged (Cost: 30 XP).
Advanced Actions:
Barrage: (Prerequisite: Weapon with the Autofire or Scatter Special Rule) Spend 10 Dash to increase the difficulty of all actions of the designated enemy by 1. Takes also the Trivial of the Round it is used. Cost: 60 Exp.
Shake it off Spend 5 dash to remove immediately any Condition you suffer. Cost: 90 Exp.
Für die 30 Exp fehlt mir noch was Cooles.
Quirks:
Up Close and dirty (Anzeigen)You love the feeling of the close combat, to fight your enemy directly, to look him in the eyes while you overpower him. Decrease the difficulty of any Melee check by one step. Increase the difficulty of any Shoot check by one step.
The snipers eye (Anzeigen)You prefer staying a little bit farther away, while you keep your target in your crosshairs. Close combat confuses you. Decrease the difficulty of any Shoot check by one step. Increase the difficulty of any Melee check by one step.
Originally written by Lady-Caitlyn, a Cath sharpshooter
Comments on what?
Here my stuff:
Android (Anzeigen)To speak of the sentient automatons as a race might be inaccurate, since they come in any imaginable size and shape, also there doesn't exist any common culture or society. Their body shapes give them different strengths and flaws, but all of them have in common their lack of social standing. Other sentient races tend to look down on them. Even if they are intellectual capable of understanding emotions, they don't have them themselves. On the plus side, their bodies are incredibly sturdy and most things can't kill them (exhaustion, no air, sleep depriviation, fire, ice,...). Even if they are badly damaged, they can be repaired and function again (with some memory loss, maybe).
Tellians (Anzeigen)Nobody knows where they come from, even they themselves (at least that's what they say). Small figures made of rock and minerals, which can take any shape and eat and dig through any mineral, metal or stone. The most common theory is that they were summoned and outlived their summoner. Nobody ever saw them dying by natural means or reproduce themselves. They are believed to be dumb. In reality they are just slow, since they normally have all the time they want to do what they want. It's not easy to get them interested, but when they decide to work for you, they are extremely loyal and will go to great lengths to be of assistance. The older they are, the more difficult this gets. They tend to seclude themselves. They can eat anything but prefer Gemstones and precious metals are delicacies for them.
Ophidians (Anzeigen)These amphibians resemble snakes with humanoid upper bodies. Their size varies from that of children to even bigger than a gorilla, depending on their function in their culture. Most of them have more than one pair of arms. They live underwater and only surface to hunt, trade or collect resources. Their society functions like a bee-hive. They have a queen, a lot of specialized workers and soldiers. Only the queen lays eggs and commands the hole bunch, while the others do all the work and protect her and the hive. The hatchlings are unspecified and are nurtured to develop their specialized features. This is how a new queen is made if the old one feels near her end. Meat and fish makes them grow into soldiers (human-sized, tend to be stronger and/or faster than intelligent or sociable), a vegetarian diet turns them into workers. Their bite is poisonous since it stops the ability to breath air in exchange for breathing water. Living underwater and having a big work force limits their industrial capabilities, but their high intelligence allows them to use a lot of magic and mechanics. Nearly every hive has its own underground sea/cavern and lives far away from other cultures. Often they wage war against each other, primarily about space and resources. They are never alone, they do their jobs as groups.
drakes (Anzeigen)They are human-shaped reptilians with draconic features. Their wings aren't strong enough to fly, but they can glide. Normally they climb up and throw themselves into air currents. - more coming soon -
Hintergrund fertig. Mehr oder weniger.
Ansonsten Vorschlag für Klasse:
Weird scientist (Anzeigen)Primary: Focus, Secondary: Dash, Tertiary: Soak:
Signature Action:
Enhance: Spend 5 Focus to add or remove one Weapon Property from a weapon you can touch until the end of the current encounter.
Specializations: Tinker (Cost: 30 XP), Science (Cost: 30 XP).
Advanced Actions:
Maniacal Cackle: Spend 3 Focus to unnerve one enemy that can hear you and threaten him with your greatest invention yet to come. The difficulty of his next check is increased by one step. Cost: 30 XP.
For Science!: With time science can solve every problem. If you have enough time (several minutes at least), you can fashion a device to help you with any one skill test. Treat the skill checks as if you use the Science or Tinker skill until the end of the current encounter. Cost: 60 XP.
Tinkerer: Spend 20 Focus to fashion an item or device that can help you solve one of your current problems. It breaks after one use and can bet veto by the Game Master. Cost: 90 XP.
Und für ein Quirk.
Whacky Repairs (Anzeigen)Most people think than repairing delicate machines requires precise work, knowledge and skill, but you do not think like most people. If something isn't working and you are in doubt, just whack is really good and it will work. You may spend dash instead of focus on Tinker tests.
Im übrigen würde ich die ganzen Perks wie Paranoid, Social Butterfly, Geek etc in einem Quirk zusammenfassen. Würde es übersichtlicher und flexibler machen.
Originally written by Lady-Caitlyn, a Cath sharp-shooter
Oh, that might prove to be difficult, since I'm on vacation and not sure, when and in what way I have internet. But I'll try my best.
Two new classes:
Aeromancer (Anzeigen)
Primary: Focus, Secondary: Dash, Tertiary: Soak
Signature Action:
Freedom of Movement: Spend 1 Focus to not be hampered in movement by anything. Spend 3 Focus to break free from any kind of holding.
Specializations: Science (Cost: 30 XP), Ride/Pilot (Cost: 30 XP).
Advanced Actions:
Hurl anything: Spend 5 Focus to sent an object up to the size of a football flying. It can be like a shot or like telekinesis. You can attack with a 'shoot'-action. Spend additional Focus to maintain the control (3 Focus per turn). Cost: 30 XP
Fly: Spend 10 Focus to give yourself or somebody the ability to fly. The speed is the same as on ground and needs to be maintained after the first turn (3 Focus per turn). Complicated maneuver need Ride/Pilot to succeed. Cost: 60 XP
Storm: Spend 15 Focus to create a storm with yourself a the center. Every creature within 1 range increment of you are slowed and unable to fly unless it spends 10 Soak. Spend additional 10 Focus to increase the radius of this ability by 1 range increment. Since objects are also influenced, everybody standing can be damaged. Cost: 90 XP
Aquamancer (Anzeigen)
Primary: Focus, Secondary: Soak, Tertiary: Dash
Signature Action:
Spawn water: You need a drop of water to start from, but by spending 1 Fokus you can create 1,5 liter of drinkable, invigorating water.
Specializations: Science (Cost: 30 XP), Acrobatics (Cost: 30 XP).
Advanced Actions:
Create Icy Object: By spending 5 Fokus you can create one object (up to an armor). In first round it has metal-like traits, then, depending on heat an humidity, it melts slowly (not as fast as real ice). To avoid this, you can maintain by spending more Fokus. Cost: 30 XP
Blizzard/Fog: For 10 Fokus you create a 1-turn blizzard at any point 2 ranges from yourself, with 2 ranges radius. Everybody within is blinded for 1 turn and takes damage. The following rounds 4 ranges are covered with thick fog, two at least if there are extremely strong winds or heat. Cost: 60 XP
Clones: By using the same amount of water than the target weighs and 15 Fokus you create a clone of the target. It can do simple task by itself, complex maneuvers need your full telepathic concentration. If it takes damage, it dissolves or you spend Fokus on its survival. Cost: 90 XP
Three Races:
Androids as playable characters (Anzeigen)
Characteristics:
+3 Soak, +3 Dash, +3 Focus
Species Traits:
Anybody: Select one skill. Gain Specialization in that Skill.
Mechanic body: No natural healing, only repairs possible, don't die permanently, but can cease function until repaired, not prone to many conditions (poisoned, exhausted, suffocating,...)
Tellians as playable characters (Anzeigen)
Characteristics:
+10 Soak, -3 Dash, +3 Focus
Species Traits:
Elemental body: They eat and dig through any kind of metal, stone or mineral. They can regenerate from any injury given time and food. Their special composure make them immune to certain effects (suffocation).
Small: They are not as fast as any other race can be.
Amorphous: In stony areas, reduce the difficulty of any Hide check by one step (Easy checks become automatic successes).
Ophidians as playable characters (Anzeigen)
Characteristics:
Soldier: +5 Soak, +5 Dash
Worker: +5 Soak, +5 Fokus
Officer: +5 Dash, +5 Fokus
Queen: not playable
Species Traits:
Amphibious snake-body: They can as easily breath water as they can breath air. They need the triple amount of water to survive on land. They have two pairs of arms. All swim check difficulties are reduced by one. In dimly lit or dark areas, reduce the difficulty of any Perceive check by one step (Easy checks become automatic successes). In areas of bright light, you are effectively blind unless they are wearing protective goggles. Heat damage are one step higher.
Poisonous: Their bite is poisonous, land-dwellers could loose their ability to breath air and need to breath water to survive.
Bei der Schrotflinte würde ich eventuell die Reichweitenschwierigkeiten anpassen (zu 1-2-4-5).
Oki.
Up close and dirty (Anzeigen)You love the feeling of the close combat, to fight your enemy directly, to look him in the eyes while you overpower him. The cost of the first Melee check in any encounter costs only half the amount of dash than usual. Increase the difficulty of any Shoot check by one step.
So? (Klingt voll unsauber... wo sind meine Englischkenntnisse hin? :()