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Dice Pirates of the Darkening Skies - OOC

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Makes me think of another question!

How do elemental constructs behave towards each other? And can two be used at once? For example, a zephyr and djinn, with the wind boosting the power of the fire.
 
Grey Grey Still would like to see at least the water elemental stuff if possible before committing. Also, thinking of my character's ship role either being a boarder (marine) or thief (acquisitions officer). I don't know. I'm still mulling it over. May be convinced to fill some other role depending on what roles other people want or if we really need someone to fill a specific role.
 
How do elemental constructs behave towards each other? And can two be used at once?

Who knows! I guess we'll find out if anyone gets their hands on two.

Grey Grey Still would like to see at least the water elemental stuff if possible before committing. Also, thinking of my character's ship role either being a boarder (marine) or thief (acquisitions officer). I don't know. I'm still mulling it over. May be convinced to fill some other role depending on what roles other people want or if we really need someone to fill a specific role.

Cool, if I have enough energy when I finish work (or it's very quiet at work) I'll get that up.
 
Grey Grey Question: Does Elemental Bolt require a Ranged-Thrown attack to hit, or is it just counted as a thrown attack for some other rules reason?
 
Grey Grey Question: Does Elemental Bolt require a Ranged-Thrown attack to hit, or is it just counted as a thrown attack for some other rules reason?

You roll it as an attack, and it uses Ranged-Thrown to determine difficulty. That might be incomprehensible now but don't worry about it, it'll make sense when it comes to it.
 
Grey Grey I'm just trying to figure out what skills to increase. I'm also a little confused on how high my Attunements are starting out. So Air, for example, is my primary. I raise it by increasing 1 of its linked Attributes. So if my Dexterity is 4, Intellect is 2, and Guile is 2...that means my Attunement for air is 8 because each point in those Attributes increases it? Or do the free points at character creation (everything starts at 1) not count...so 5? Or does only the highest Attribute count...so 4 (3 if free points don't count)?

For Water, I need to raise 2 linked Attributes. If my Dexterity is 4, Guile is 2, and Intuition is 3...then does that mean its Attunement value is 4.5 [(4+2+3)/2 and not sure how you handle rounding]? Or 3 (cause free points don't count)? Or 3 (because that's the highest I've raised 2 Attributes to)?

Same basic confusion for my Opposing Attunement and the Primus element.
 
@Grey I'm just trying to figure out what skills to increase. I'm also a little confused on how high my Attunements are starting out. So Air, for example, is my primary. I raise it by increasing 1 of its linked Attributes. So if my Dexterity is 4, Intellect is 2, and Guile is 2...that means my Attunement for air is 8 because each point in those Attributes increases it? Or do the free points at character creation (everything starts at 1) not count...so 5? Or does only the highest Attribute count...so 4 (3 if free points don't count)?

For your Primary Attunement, you count your highest of the linked Attributes only - so it's 4. If any of those three attributes reach 5, it'll become 5.
For your Secondary Attunement, the two lowest count but you just use one. So if they're both 3, you use 3. If one is 3 and another is 2, you use 2.
For your Opposing Attunement, all three Attributes need to be equal, so if the lowest of the 3 is 1, then it's only 1.
Primus is always based on your Willpower.

I just finished work so let me see how my evening is shaking out and then I'll give you Water and Primus stuff.
 
For ithinkcat ithinkcat and anyone else interested in Elemental bullshit.

War/Primus
When activated, the Elemental infuses their body with spiritual energies, dealing their Willpower as bonus damage on unarmed strikes and ignoring supernatural resistances.
If they channel another element through War at the same time, their elemental attacks ignore up to their Attunement in Magic Resistance.

Glamour/Primus - Soul-Secret Transmutation
With this power, the Elemental may suppress their own Attunement to resemble a slightly exotic, ordinary human. Each additional level of Attunement allows them to mimic the magical nature of one other metahuman entity, such as a Magus or Scion. This does not confer any of the benefits those entities naturally enjoy. This Wildervar can also be used to increase the difficulty of Magic directed at the user, reduce incoming Magical harm, and see through Magical illusions or cloaks.

Artifice/Primus - Unmaking Caress Technique
With this ability, the power can be dulled or even stripped from enchantments, rendering Magical items and creations inert., reduced to their base components.

War/Water

Using the Channel of War, the Aspect of Water can be made to bend and manipulate the water near an Elemental or even drawn from their body - many non-Wavekin keep skins of water on them for battle. It allows them to freeze moisture under themselves for added mobility, or augment their strikes with sharp spikes of ice. It requires no roll or source of power to use, only concentration. With especially fine control, an Elemental strong in this Attunement can use War to freeze the blood in someone's veins.

1. Empower Weapon - The Elemental charges their weapon (or fists) with Water, dealing their Attunement in bonus damage.

2. Elemental Bolt - The Elemental projects a blast of icicles or steam, which deals damage appropriately based on their Attunement.

3. Drought & Flood - The Elemental can choose one of two: leach the moisture from nearby enemies, desiccating them over time, or surround themselves with rolling waters that allow them to move more easily while knocking foes off balance.

Treacherous Undercurrent Style
Requires:
Unarmed, Evasion, Athletics.
The ability to control and manipulate water.

Rank 1: Swept By The Surf
The sea cares not for its own strength. The river has no need to boast. The carving of coastlines and valleys is all the proof they need. In any combat Round in which the fighter uses water to manipulate the combat environment or to attack their opponent, reduce their target's Defence ratings by 2 (against just the treacherous undertow combatant) OR by 1 (against all combatants in the fight, including the treacherous undertow.)

As an additional effect of this Style, negate two points of penalty per Rank to moving, acting, and fighting in an underwater environment. By Rank 3, negate and ignore all such penalties....in any round in which the fighter is using their manipulation ability. This does not, however, grant the fighter the ability to breathe underwater. They must acquire this some other way.

Rank 2: The Sand Beneath Your Feet
The sea doesn't care about your sense of security. The river will burble and laugh as it drowns you. Any combat maneuver using water to hit an opponent from an unexpected direction, or to knock them from their feet, results in the fighter gaining a huge advantage to press. If the target is successfully unbalanced, consider their Defence ratings to be halved until either the start of the next round, or until they spend an action and three Combat Pool dice to regain their equilibrium.

Rank 3: Every Wave Is My Fist
And every wave erodes the stone a little more. In any combat round in which the fighter uses water manipulation, then each and every attack the Undercurrent stylist launches, explicitly including both physical attacks and environmental water attacks, reduces the target's Soak values by 2, stacking only until the end of the round. The target's Soak values return to normal at the start of the next round. This penalty applies for every attack made, regardless of whether it hits or is defended against.

Rank 4: Drowning In Serenity
It is truly a peaceful way to expire. In any combat round in which the fighter uses water manipulation to entrap an opponent, apply a -3 to any attempts the target makes to avoid being grappled, or to escape once they have been grabbed. This penalty to the target comes in addition to any bonuses to grappling which the stylist gains from using their water manipulation. For every consecutive round after the first in which the target remains grappled, they take 1 Health damage. This damage does not apply to targets which do not need to breathe, or which can breathe underwater.

Rank 5: The Storm Cares Not For Single Souls

When dying at sea, or being swept to one's doom in a vicious river, it may feel personal. It is not. The rivers and seas don't care about any given individual.
The pinnacle technique of this Style allows the penalty stacking effects of previous techniques (i.e. every previous Rank) to apply to as many as five enemy combatants at a time, provided they are engaged in melee in the combat zone. Note: Multiple masters of this style cannot apply multiple stacks of penalties so as to effectively reduce all of their opponents' Defences and Soaks to nothing. Only the highest number of stacks from any single stylist apply.

Glamour/Water - Sea-Blood Meditation
On activation, choose one:
Still Waters: Add Attunement to Guile rolls when convincing someone you are safe and to attract them to you. When conversing with someone, add Attunement to Subterfuge rolls to seduce or lie to them.
Tidal Rage: Add Attunement to Bearing rolls when trying to intimidate someone and convince them you're dangerous. When conversing with someone, add Attunement to Persuasion to coerce and frighten them.
Additionally, you can apply your Attunement as a penalty to the Intuition of people around you or any attempt to properly sense their environment.

Up to (Attunement) of these effects can be active at any time, but are reduced in efficacy by the number of active applications.

Artifice/Water - All-Encompassing Bounty Approach
With this technique, the Elemental can condense water into tools, weapons, and clothes. Alternatively, they can freeze the water to shape and maintain it up to high temperatures.
As long as this Channel is open, the creation will persist, and the power is equal to your Attunement. Once this Channel is released, the created item disappears.
 
Grey Grey

Given the similarities to Exalted. Are their things akin to charms and stunts?

The closest things would be the special powers of certain character types (Elementals, Scions, Vampires).
And the martial arts which are the most Exalted thing about this game.
 
The closest things would be the special powers of certain character types (Elementals, Scions, Vampires).
And the martial arts which are the most Exalted thing about this game.
So as a a normal human, I wouldnt have to worry about that and can just invest my xp into skills and attributes?

Are stunts, or a similar mechanic, a thing?



And when I say like Exalted, I am more just referencing mechanical stuff.
 
So as a a normal human, I wouldnt have to worry about that and can just invest my xp into skills and attributes?

Are stunts, or a similar mechanic, a thing?



And when I say like Exalted, I am more just referencing mechanical stuff.

Stunts are not a thing.
Honestly as any character, I've tried to tie powers to normal progression so no one has to dump XP into one or the other.
 
You know how in Exalted, you either spend XP on stats or Charms or Spells?
I've tried to design things so you only have to spend XP on stats, and things like Charms are granted automatically as you reach certain stat levels.
 
You know how in Exalted, you either spend XP on stats or Charms or Spells?
I've tried to design things so you only have to spend XP on stats, and things like Charms are granted automatically as you reach certain stat levels.
Cool deal. Makes things easy.



Now!

Advantages! Are advantages the Familiarity, Training and Knowledge?

"Finally, you pick one Familiarity, one Knowledge, and one Training. Each Advantage is made up of three skills that receive a +1 die bonus when used in accordance with the Advantage."


Does this mean at start, we get choose three skills from each category that our advantage applies to?


For example, for me.

Training: Sky Pirate - ranged, piloting, defense.
 
Close!

It might be more like:
Training - Sky Pirate
When hunting and raiding other ships or escaping the long arm of the law with your ship, add +1 die to rolls of:
Piloting, Ranged, Defense (although I would strongly suggest Awareness).
 
Ranged, pilot, and awareness then!




Also! It mentioned adding an advantage for 6xp.

Does that mean another knowledge/training/ or familiarity with the three affected skills?


Also also, can advantages overlap?

For example. Training would have pilot. But if I took a knowledge of Endjinn, when operating or piloting the specialized type of airship. Get the bonuses to craft, pilot, and something else. Or would all three need to fall under the mental category?

And if piloting is affected. Would the bonus stack when pirating while using an Endjinn airship?
 
Close!
Ranged, pilot, and awareness then!




Also! It mentioned adding an advantage for 6xp.

Does that mean another knowledge/training/ or familiarity with the three affected skills?


Also also, can advantages overlap?

For example. Training would have pilot. But if I took a knowledge of Endjinn, when operating or piloting the specialized type of airship. Get the bonuses to craft, pilot, and something else. Or would all three need to fall under the mental category?

And if piloting is affected. Would the bonus stack when pirating while using an Endjinn airship?

No overlap - Training is Physical only, Knowledge is Mental only, Familiarity is Social only.

And yes, for 6XP you can get a new Advantage which affects three Skills in a specific situation.
 
Well, for my advantages I think I'll go with, the following, if they are specific enough.

Training: Sky Pirate (as you had advised)

Familiarity: construct handler, bonus when taking or working with elemental constructs - animal handling, empathy, persuasion.

[If construct handler is not viable]
Pirate Notoriety(or some specific faction if their are any) bonus when dealing with and navigating those of the like minded professional. - mingling, subterfuge, empathy


Knowledge: Endjinn aficionado, bonus when operating or working on construct powered skyships. Craft, administration, navigation
 
Grey Grey Question: Is there a Skill that's used for intimidation? I know the Attribute of Bearing plays into it, but I don't know if Persuasion is meant to be the associated Skill or if basically any Skill can work (so long as it makes sense in the moment).
 
Grey Grey Question: Is there a Skill that's used for intimidation? I know the Attribute of Bearing plays into it, but I don't know if Persuasion is meant to be the associated Skill or if basically any Skill can work (so long as it makes sense in the moment).

Persuasion is used, but you can take an Intimidation Focus.
It used to be a Skill by itself but in playtesting it turned out to be clutter.
 

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