Gazebo: Clans Discussion

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Re: Gazebo: Clans Discussion

Post by Reaper on Sun Jun 28, 2009 8:32 pm

i know this is a double post but if i have legion do i have to have souls to summon or can i take all of the souls around the area and reanimate them without actually having to steal thier soul. like if i have legion can i reanimate all the guys the enemy had killed before i got there or do i have to build up how many souls i have slowly

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Sun Jun 28, 2009 8:33 pm

You have to get the souls first.

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Re: Gazebo: Clans Discussion

Post by Reaper on Sun Jun 28, 2009 8:34 pm

damn then its no help right now

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Re: Gazebo: Clans Discussion

Post by pandaWaffle on Thu Jul 09, 2009 12:39 am

Hahaha.
I started making a Mus Del Not character
but then I realized it was just a rip of Italy from Hetalia.
Fail.
>u<
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Re: Gazebo: Clans Discussion

Post by D.N.A. on Thu Jul 09, 2009 11:10 pm

Ahaha. Well, you should keep the stats and just change the character's description?

Or hell, you can just keep it. I'm not even familiar with Hetalia, and I doubt anyone else (besides my brother) here is, either.

Besides, have you seen the appearance description on Conchuir's sheet? If I let him do it, then why wouldn't I let you? Razz

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Re: Gazebo: Clans Discussion

Post by Reaper on Thu Jul 09, 2009 11:43 pm

what are phycic powers restricted to

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Thu Jul 09, 2009 11:44 pm

Anything really. But no omnipotence. Really, in your sheet, you declare what their specialty is. Like Andres with ice.

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Re: Gazebo: Clans Discussion

Post by joseph on Thu Jul 09, 2009 11:45 pm

So you're saying that Andres can do anything else but isn't particularly skilled in other fields? o.o

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Thu Jul 09, 2009 11:52 pm

Yeah....psychic powers, dude. I should probably edit the psychic powers skill to go something like...

"You pick a certain field that your character is particularly good at. They are masters at it, blah blah. And then for all other psychic powered moves (energy balls, telekenesis, etc.) that are not the specialty, then the players have to roll a success di."

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Re: Gazebo: Clans Discussion

Post by joseph on Thu Jul 09, 2009 11:54 pm

Ohkay. Sounds good.

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Wed Jul 15, 2009 6:56 pm

Alright, so I got an idea for a Tierisch skill. Since I'm playing one, and I may purchase it during Memories of Ambition, I'm going to ask some of you for its approval first.

I'm not entirely sure what to call it yet, but it's effect is essentially, every time a Tierisch uses a tattoo in battle, they get +1 flair. Basically, it's exactly like Acrobatic, except it pertains to tattoo use instead of backflips and such.

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Re: Gazebo: Clans Discussion

Post by Reaper on Wed Jul 15, 2009 7:11 pm

whats the difference

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Wed Jul 15, 2009 7:25 pm

...I just said, Matthew...

Instead of getting +1 flair for every back flip, front flip, or acrobatic move, you get +1 flair for every time you use a tattoo.

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Re: Gazebo: Clans Discussion

Post by Reaper on Wed Jul 15, 2009 7:46 pm

No not like that
what else would it do and how do you use it and what would the tattoo be

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Wed Jul 15, 2009 8:34 pm

Why would it do anything else other than what I described, you would use it just like the acrobatic skill, and any tattoo.

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Re: Gazebo: Clans Discussion

Post by Reaper on Wed Jul 15, 2009 8:37 pm

then what of would be the point of it

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Wed Jul 15, 2009 8:41 pm

Dude....

GAINING EXTRA FLAIR

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Re: Gazebo: Clans Discussion

Post by Reaper on Wed Jul 15, 2009 8:52 pm

but wouldnt that unbalence the whole thing
we would need minor moves like that for every class

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Wed Jul 15, 2009 9:07 pm

I don't think 1 flair an action will affect it that much. Especially since people like the Cytherea have the Devil Himself, wherein the roll of a di can give them an automatic 5 flair, or, just because I'm talking to you, Drako, whose scythe gives him automatic five flair from the soul of the sword attribute, which anyone can have in the first place. If anything, it is a bit powerplaying or unbalanced, but only if none of the other characters in your RPG aren't powerplaying themselves, which is quite nearly impossible.

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Re: Gazebo: Clans Discussion

Post by Reaper on Wed Aug 05, 2009 9:36 pm

i have been looking at clans i just keep getting back to The Tierisch is kinda overpowered

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Fri Aug 07, 2009 4:12 am

I don't really see how, though. Atleast, not compared with any of the other clans.

I guess you get the overpowered notion from Emil, but the fact is, that being the ultrabadass that I am in writing, Emil levels up faster and so, while you, under the 5 errors code of conduct, and Wes, who is barely on, are still somewhere around levels 4-6, Emil's already at 7, and as such, clearly seems more powerful, because he is. But the thing is, once Ghost and Kaiser get to that level, and god forbid, Emil is still level 7 when that happens, things even out.

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Re: Gazebo: Clans Discussion

Post by Reaper on Fri Aug 07, 2009 6:56 am

I mean your entire clan
I mean the tatoos are not that much creatin points for a lot
tatoo of strength that makes someone as powerful as the strongest person in the party of fighting and if they are the strongest getting an extra dice roll
for only 2 cp or 10 gp
tattoo of subsance turns thier body into a heavy melee weapon for 2 cp
tatto of ampidextry leting you copy any special attack of only 2 cp
the ability to copy anyones talents perminately just witht the addition of 1 extra cp to pay
tHere are some more but it seems a little overwhelming to be givin all that for so little
I mean it doesn't help that your an ultra baddass so it seems really powerful
but looking at the clan stuff it seems that you have the option to have alot of crazy skills

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Re: Gazebo: Clans Discussion

Post by D.N.A. on Mon Aug 10, 2009 3:18 am

You really have narrow vision with this matter. Think of the cytherea. Their dice rolls make them do ridiculous shit too. And monastery. They can get superultramechs bigger than skyscrapers. And that's a free attribute.

Individually, tattoos aren't extremely expensive. That's because there are a lot. And it was made that way, so that if a person wanted to make a Tierisch that already started off with every tattoo (according to their backstory or whatever) then they can. But think of it also like this. 2 creation points is, in itself, 28% of the creation points given upon creation. So one extra tattoo upon creation costs over a fourth of your points. And given that there are no awards to add, it takes leveling up 6 times to achieve 10 gazebo points, the amount needed to buy another tattoo.

The tattoo of strength does indeed do this. But that's all it does. And it's only for three rounds. It's nothing of a gamebreaker at all. In fact, it can even add to the playability in a campaign,because if the GM wants a certain enemy to be a certain threat, they don't need to worry about it being too powerful when a Tierisch is in the campaign. Under normal circumstances, I don't think you would have brought this up, but I think you did because you don't want Emil to be too powerful and use the tattoo when you fight him in the end of MoA. Well, there are ways around you know. Anticassius armor is a quick and easy fix. Then all you need to do is have a higher muscle than Emil, and you're set. Or, if Joseph won't permit that, you can play it smart and stay exactly at or one above Emil's muscle stat so he can only get a one di advantage, and then amp your guy's attack with a skill or weapon.

So what if the substance tattoo turns your body into a heavy melee weapon? it costs 2 creation points. A heavy melee weapon costs one.

The ambideterity tattoo gives only half the bonus of whatever it copies, and doubles the difficulty.

The permanent out of clan skill and attribute is true. But they need a reason for it. And also, skills and attributes are fairly priced everywhere. Meaning that better things are expensive, obviously. Now, if a Tierisch wants it, it's even more expensive. And by how much? The highest skill/attribute costs 5 creation points I think. +1 cp/5 GP is a 120 percent of the original amount. Think about it if they want to buy a skill or attribute that's only 1 cp or 5 gp. It would mean 200% of the original amount to buy.

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