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Post by Gazmer on Apr 13, 2016 11:37:56 GMT
Name: Incorporeal DP Cost: 3 Requirements: Flight, and two other movements ; Digger, Swimmer, Naturewalks Description: Allows a Digimon to go Incorporeal. This Quality takes 1 Complex action to activate and deactivate. When active the Digimon can go thorough anything its mobility allows it to without disturbing the method of transport at -2 movement. (Includes other Digimon, but must end turn outside of Digimon unless willing or under a Charm effect.) Damage and effects (Negative or Positive) taken while activated are halved (After Armor and Resistance is applied). However the same debuff is applied to the incorporeal Digimon and Clashes cannot be initiated by either party. (2 Digimon with this quality activated affect each other normally.) Acts like a new Stance while active so you can't use Defensive or Offensive stances. I get where you were going for balance-wise, but I'm not sure the 3 movement modes requirement fits the fluff so well. Off the top of my head, digimon that can phase through stuff are Devimon/Icedevimon, and Bakemon/Soulmon/Phantomon. They've all got flight (which I agree is a good requirement), but that's it. As written the Quality says you can't pass through something if you don't have that movement type. So if they forgo the Digger and Swimmer in favor of 2 Naturewalks they can't go underground or through water (ala a vampires running water thing) in addtiton to not being able to breathe in those respective enviroments. This also goes for those with no Naturewalks. A magma pool, wall of darkness, sanctified land, and other extreme forces of nature could (GMs discretion) keep a Incorpreal Digimon out while a Digimon with those walks could pass no problem. That was what I was going for anyway. Name: Attack Effect (Percipient) DP Cost: 3 Description: This attack bypasses Incorporeal's effect and knocks the Digimon out of their Incorporeal state for the Effects Duration. Can be used to knock a Digimon out of another Digimon, in this instance they both take full damage.
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Post by TM93 on Apr 13, 2016 23:20:10 GMT
I like the idea. I'd actually been planing on adding a Phasing Quality to the Boss Quality section (not because it's necessarily nasty but because it's one of those 'all or nothing' broken or not broken kinds of fluff). I might tweak it a smidge to have less downsides or prerequisites due to the section it's in, but would you be offended by me using this as a springboard?
I was about to suggest invisibility but for all intents and purposes max ranks of Hide in Plain Sight may as well be exactly that, and possession based powers would just be a Charm Effect.
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Post by Gazmer on Apr 13, 2016 23:58:07 GMT
Feel free to use this as a starting point.
Invisiblity was what I was going for with that extra -4 penalty, but your right they would just max that out if they wanted to be unseen. Possession is what I was going for with the willing or Charmed caveat for being inside someone.
I was trying to make it a not boss quality by having a large requirement to use (4 for the movement requirements and an extra 3 for the quality itself (Another 3 for Charm if they want to possess something)) and the damage/clash be null to someone with the Quality. Plus the half of damage and effects being applied to the Digimons own attacks and Positive effects too.
I'll most likely be making the Tracking power its own Quality at around 2DP
I'm also workshopping a quality that allows Digimon to target Incorporeal opponents without the half penalty / no Clash to make the battlefield more even.
Edit: I forgot about Stances, and Defensive Stance plus this is OP so I made Incorporeal basically a new Stance for those who take the Quality.
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Post by Yuko Sayre on Apr 13, 2016 23:59:35 GMT
(not because it's necessarily nasty but because it's one of those 'all or nothing' broken or not broken kinds of fluff) Thank you. I saw this earlier and couldn't quite think of how to describe it.
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Post by numemonsalesman on Apr 14, 2016 0:09:08 GMT
I get where you were going for balance-wise, but I'm not sure the 3 movement modes requirement fits the fluff so well. Off the top of my head, digimon that can phase through stuff are Devimon/Icedevimon, and Bakemon/Soulmon/Phantomon. They've all got flight (which I agree is a good requirement), but that's it.
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Post by Gazmer on Apr 14, 2016 0:18:42 GMT
I get where you were going for balance-wise, but I'm not sure the 3 movement modes requirement fits the fluff so well. Off the top of my head, digimon that can phase through stuff are Devimon/Icedevimon, and Bakemon/Soulmon/Phantomon. They've all got flight (which I agree is a good requirement), but that's it. As written the Quality says you can't pass through something if you don't have that movement type. So if they forgo the Digger and Swimmer in favor of 2 Naturewalks they can't go underground or through water (ala a vampires running water thing) in addtiton to not being able to breathe in those respective enviroments. This also goes for those with no Naturewalks. A magma pool, wall of darkness, sanctified land, and other extreme forces of nature could (GMs discretion) keep a Incorpreal Digimon out while a Digimon with those walks could pass no problem. That was what I was going for anyway.
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Post by numemonsalesman on Apr 14, 2016 0:29:13 GMT
I get where you were going for balance-wise, but I'm not sure the 3 movement modes requirement fits the fluff so well. Off the top of my head, digimon that can phase through stuff are Devimon/Icedevimon, and Bakemon/Soulmon/Phantomon. They've all got flight (which I agree is a good requirement), but that's it. As written the Quality says you can't pass through something if you don't have that movement type. So if they forgo the Digger and Swimmer in favor of 2 Naturewalks they can't go underground or through water (ala a vampires running water thing) in addtiton to not being able to breathe in those respective enviroments. This also goes for those with no Naturewalks. A magma pool, wall of darkness, sanctified land, and other extreme forces of nature could (GMs discretion) keep a Incorpreal Digimon out while a Digimon with those walks could pass no problem. That was what I was going for anyway. Ah I see! When you put it like that, it sounds like a great idea and adds some cool flavor.
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Post by Gazmer on Apr 14, 2016 2:14:35 GMT
Name: Wily
DP Cost: 1 max 3 Ranks
Description: This Digimon is good at not being found. Any bonuses given to tracking this Digimon are halved per rank.(Half of 1 is 0)
Example Situation:
Rank 3 Tracker With Item tracking no Wily ranks. Tracking(12)+Item(6)=18
Rank 3 Tracker With Item tracking 1 Wily ranks. Tracking(12)+Item(6)=18 Wily makes it 9
Rank 3 Tracker With Item tracking 2 Wily ranks. Tracking(12)+Item(6)=18 Wily makes it 4.5 so 4
Rank 3 Tracker With Item tracking 3 Wily ranks. Tracking(12)+Item(6)=18 Wily makes it 2
Made to be a equalizer to tracking, without just nullifying the tracking bonus.
IGNORE ME
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Post by Yuko Sayre on Apr 14, 2016 4:27:04 GMT
Hmmm. I'm not sure if I like this one. While it is good to have checks to things, straight up making a quality that counters it seems counter productive.
Its like saying you can take it, but don't be surprised when it does almost nothing for you. Why would you take it in the first place when theres better things to take?
If the idea is to balance Tracker there already exists Hide In Plain Sight, which has more uses in my opinion.
Edit: I figured out why it was bothering me so much. Wily makes Hide In Plain Sight too good not to take. At max Willy rank (and lets say they have an item) They only get a +2 to find a Digimon. However if I max Wily and Hide In Plain Sight then automatically are at a -10 on an ability that should be giving them pluses. To top it off if I take Shade Cloak and another 3 Ranks in Hide thats an absurd -22 (-23 without an item) roll before anything happens! I'm not saying Hide and Tracker are balanced as is, but I think they're closer and this just puts them a lot further apart.
Edit Edit: For Quick Reference the numbers on Wily (without a weapon & assuming they have max Tracking Rank) become:
Wily Rank 1 = 6 for Tracking Wily Rank 2 = 3 for Tracking Wily Rank 3 = 1 for Tracking
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Post by Gazmer on Apr 14, 2016 6:55:16 GMT
Hmmm. I'm not sure if I like this one. While it is good to have checks to things, straight up making a quality that counters it seems counter productive. Its like saying you can take it, but don't be surprised when it does almost nothing for you. Why would you take it in the first place when theres better things to take? If the idea is to balance Tracker there already exists Hide In Plain Sight, which has more uses in my opinion. Edit: I figured out why it was bothering me so much. Wily makes Hide In Plain Sight too good not to take. At max Willy rank (and lets say they have an item) They only get a +2 to find a Digimon. However if I max Wily and Hide In Plain Sight then automatically are at a -10 on an ability that should be giving them pluses. To top it off if I take Shade Cloak and another 3 Ranks in Hide thats an absurd -22 (-23 without an item) roll before anything happens! I'm not saying Hide and Tracker are balanced as is, but I think they're closer and this just puts them a lot further apart. Edit Edit: For Quick Reference the numbers on Wily (without a weapon & assuming they have max Tracking Rank) become: Wily Rank 1 = 6 for Tracking Wily Rank 2 = 3 for Tracking Wily Rank 3 = 1 for Tracking Don't know why but I just assumed that the penalty from Hide in Plain Sight and Shade Cloak was a seperate type of roll from the Tracking roll. But if you use them as the same roll then that is quite the problem you found. And I should have never bothered if what you say about way they interact is correct. Gosh I have egg all over my sluggy face.
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