20
Mar
10

lists ‘n the like

Today is just random lists of different things we’ve discussed recently. Nothing real original here, just some stuff.

Weapons: We’ve more or less grouped weapons into three categories, based on method of use really. They are weapons reliant on strength, which are just really effin huge types. Then we have dex-based weaponry, not really compatible with swing as hard as you can methodologies. Then the ones in between, which can function both ways.

Strength

large one-handed swords, axes, maces, picks, and katanas

heavy spears, lances, polearms, two-handed weapons and oversized two-handed weapons

heavily-weighted chain style (ie, big iron ball on chain)

dex

lighter one-handed swords and axes perhaps, light spears, small weapons on chains

katanas (used two-handed)

dagger,gloves, claws, katars, and similar weapons

I can’t recall many others, but the general idea remains. As for magic items, we decided that they grow in strength by drawing energy from the user. However, I need to rethink that after talking about the effects of ki yesterday.  ki users would typically have higher levels of one type of energy, because my statements make a second type of energy bar unneccesary for ki users. The only way I see to balance that at the moment is to make ki moves cost less to ki users, to allow them the same overall amount of skill usage with similar amounts of energy. it might work, Ill have to wait and see.

Damage types: this is just a list of possible sources of damage we can use in handing out resistance bonuses. We tried to be logical and base these on real existing dangers.

Fire: damage through heat

Cold: damage through cold, ie the removal of heat

acid: corrosive substances that interact with flesh is undesirable ways

sound: high-pitch frequency, since its unique

force: physical damage, telekinetic damage, concussive force, low-frequency soundwaves

necromantic: we’ve decided to make this a damage similar to radiation, just weaker

poisons: mechancis undefined, but things that interfere with biology

Thats what i remember for the moment

Power-type bonuses: this is based on the idea that different power types affect biology in different ways through mere presence.

Ki: ki users are hardy and enduring, they gain additional hp

Beast spirit: filled with overflowing life, additional hp as well

Demonic: additional mp, not really explained yet, but more or less think of it as this power tends to exist in greater amounts, due to being either more friendly to its users bodies, or trying to corrupt them I guess, even through I think we’ll go with something like the former.

Onmyou: its users also have more mp, maybe itll be something related to its inital training.

Smithy: naturally resilient, damage resistance

planet spirits: resistant to damage of various elements

ancestor spirits: Probably another physical damage reduction type, think of some ancestral armor or something

psionic: chaotic energy encourages and aids movement, increased movement speeds

Celestial: resistance to damage types, mainly due to battles with demonic

Thats where we are at, some may need some tinkering, but more or less its solid

in summary, we need to finalize magic weapons, ascertain power bonuses, and a discussion of ki as Ive defined it previously.

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