Latest revision |
Your text |
Line 3: |
Line 3: |
| ==="Fine or Fine Red Mist"=== | | ==="Fine or Fine Red Mist"=== |
| # (Fix) Perfect parry/dodge only counter undodgeable/unblockable | | # (Fix) Perfect parry/dodge only counter undodgeable/unblockable |
− | # (Fix) Perfect soak simply ignores all soak reducers (piercing, etc).
| |
| # (Fix) Halve Weapon Damage stat and armor soak stats | | # (Fix) Halve Weapon Damage stat and armor soak stats |
| # (Fix?) Change overwhelming (minimum ping) to a simple +1 ping on applicable weapons | | # (Fix?) Change overwhelming (minimum ping) to a simple +1 ping on applicable weapons |
Line 10: |
Line 9: |
| # (Fix) Change multipliers to adders | | # (Fix) Change multipliers to adders |
| # (Problem) Makes System Slowdown more of an issue | | # (Problem) Makes System Slowdown more of an issue |
− | # (Fix) Anima System
| |
− | :: Unify mote pools
| |
− | :: Anima goes up by 'absorbing with your anima'
| |
− | ::: Anima-wielders:
| |
− | :::: Step 10 - Raise your anima by one step to negate any damage and lasting effects from the attack
| |
− | :::: Celestials - Cannot raise more times than your Permanent Essence
| |
− | :::: Terrestrials - Can raise anima once per member present in circle, shared pool
| |
− | ::::: Normal max of 5 or highest DB Essence in the group, whichever is higher
| |
− | :::: Anima Chart
| |
− | ::::: 0 - None
| |
− | ::::: 1 - Caste Mark Flares, glowing with the intensity of a torch.
| |
− | ::::: 2 - Anima sporadically flickers to life around the Exalt. Those Exalted types with damaging animas make it hard to touch the exalt, doing 3 dice of Lethal damage a round to those in contact.
| |
− | ::::: 3 - Anima roars to life around the exalt, creating a pillar of energy with the essence wielder at the heart. Those Exalted types with harmful animas start damaging their environments, doing 4 dice of Lethal Damage a round to anything or anyone within a yard of the Exalt.
| |
− | ::::: 4 - Anima expands outward into a cloud of cascading energy. Damaging animas inflict damage out to a radius of 5 yards, doing 5 dice of lethal damage a round.
| |
− | ::::: 5 - Minor local environmental effects over town-sized area, unexplained breezes, loose items start to rattle nearby, animals are spooked, Essence + Awareness roll for people within shouting distance (100 yds) to start to notice
| |
− | ::::: 6 - Medium local environmental effects, tables start to shake, people feel a force pushing/pulling from being, Essence+Awareness roll for beings within a mile or so can feel it
| |
− | ::::: 7 - Major local environmental effects, stuff starts to break, wind blows away from being making it hard to approach, being is hard to look at/look away from, Minor Regional weather effects, Essence+Awareness roll for beings in region to notice
| |
− | ::::: 8 - Catastrophic local environmental effects (Fist of the North Star), Major regional weather effects, Minor Direction weather effects, Essence + Awareness roll for anyone in direction to notice
| |
− | ::::: 9 - Local Unraveling of Creation, gates open, incorporeal spirits fall into creation, warping effects, space twists, time becomes uncertain, extreme environmental effects in region, catastrophic weather across entire Direction, Essence+Awareness roll to notice from other Directions/Yu-Shan/ Underworld/Malpheas
| |
− | ::::: 10 - ?????
| |
− |
| |
− | ::::: Note: Damage caused by Anima banners does not use ping damage rules. If your soak is equal to or higher than the damage, you take nothing.
| |
− | ::: Non-anima-wielders:
| |
− | :::: Step 10 - Can absorb a hit with their Essence pool, 1 mote = 1 damage die
| |
| | | |
| ===GM overhead for effective NPCs=== | | ===GM overhead for effective NPCs=== |