As infiltrators for the Unified Darkness, you were always aware that it could come to this. But when it did, you expected to find your escape route ready and waiting, not to have to improvise one yourself.
User | Total |
---|---|
Mellithae | 6 |
Name
-Flavor text
Level 1
Attacks per Turn: 1
Affinity: (An affinity she has)
Ability: Ability One | Ability Two
Name
-Description
Level 1
Base Damage: ???
Magic Modifier: ???
Affinity: (An affinity she has) | (Optionally another)
Ability: Ability One | Ability Two
Some Name
Level 1
-Controls Health.
(Or Resilience. Or "Health and Resilience" for a shared controller.)
Some Name
-Reduce Total End damage by 50%.
Some Name
-If health falls below 25% of base, triple all stats for the rest of the battle.
Some Name
Level 7
-Reduce incoming damage by 175% of the attacker's resilience.
(The level implies that the numeric effect will be multiplied by the level.)
Autumn Kiss
-Let their flesh fall as leaves do.
Level 15
Base Damage: 1,500
Magic Modifier: 1,500
Affinity: Autumn
Ability: Armor Removal | Mangle | Catastrophic Damage
Shivering Agony
-For each Body Modifier or Status effect inflicted on an opponent, they lose 1 APT as long as it persists, doubled on the first turn. Stun them while APT is at 0.
This is also a levelled ability, so I am heavily tempted to make it control her Health, Resilience, or both, but this is a case where that likely results in an overloaded ability, so I just note down the possibility for now.Tenebrous Scorn
Level 18
-When an opponent would start a turn with more APT than the last, they must sacrifice them or receive 1800 damage per action.
???
-Shadowy spikes?
Level 10
Attacks per Turn: 3
Affinity: Scorn?
Ability: Pin | ???
Liminal Pulse (Active)
-Set Health to one and set the APT of each combatant to 0 for the turn, including her own. Cannot be activated at 1 Health.
I heavily consider a healing effect to pair with Faded Summer, but discard many effects as less effective than Mere Wounds Mocked and likely making refreshing Liminal Pulse too easy. Eventually I come up with this outline:Mere Wounds Mocked
-Negate attacks with Total End Damage less than her missing health.
Faded Summer
-Whenever she loses health, double her maximum health.
Vicious Trifle Amusement
-When she survives an attack with (Base?) Damage higher than her (Current health, resilience, 50% max/base health?), restore her to full health.
Vicious Trifle Amusement
-When she survives an attack with Base Damage higher than 50% of her base health, restore her to full health.
Transfixing Gloom
-Shadowy spikes.
Level 10
Attacks per Turn: 3
Affinity: Scorn
Ability: Pin | Curse
I also add the Myth affinity to her weapon as a minor enhancement, but leave it off the spell. The spell does need its stats increased for myth, so I increase it to 150/level.Health: 500
Base Damage: 50
Base Resilience: 75
Magic Modifier: 60
Stolen Shadow
-When an enemy is stunned, she gains an extra attack that turn.
As worded, it sounds like this affects both weapon and spell attacks, which feels like it might go too close to the immortality clause. Maybe.Battlefield Scavenger is immune to melee and projectile attacks. Controls Health.
Back when I was building the character at level 1, Lost pointed out that the flavor of The Container wasn't that different from being a lite version of Indestructible Core. Yes, it is intended to work against Spells and weapons with the wording on the full power sheet.As worded, it sounds like this affects both weapon and spell attacks, which feels like it might go too close to the immortality clause. Maybe.
From the sound of things the only stuff that actually hurts her is AOEs (explosions and the like) and health-depleting status effects (like Poison)?
Oh woops, somehow didn't even notice that was the full power sheet. Saw that it was the non-baby sheet and brain assumed that was the 'start of rp' sheet.Back when I was building the character at level 1, Lost pointed out that the flavor of The Container wasn't that different from being a lite version of Indestructible Core. Yes, it is intended to work against Spells and weapons with the wording on the full power sheet.
AoE and Damage over time effects do work on her with the wording currently present on the full power sheet.
I am a little troubled by her not being a maker anymore while having both Fortune of Five and her clones thing, but it's well set up otherwise. (Not that I expected anything else.)
Well, first of all - Grit Your Teeth is Punch-through. Don't give generic abilities personal names.
Alrighty then... I kind of expected most of that.For what it's worth, I did not intend people to be making three separate iterations of their sheet. You are technically free to do so, but the intended mechanism was to make one version of your sheet at, theoretically, any point, and then I would (with your input) create an appropriately-levelled variation.
Of particular note is that submitting an "RP start" sheet does not mean you will start at that point. I've deliberately left that till after selections are made so I can make those decisions in parallel.
For commentary on the submissions so far:
I am a little troubled by her not being a maker anymore while having both Fortune of Five and her clones thing, but it's well set up otherwise. (Not that I expected anything else.)
Well, first of all - Grit Your Teeth is Punch-through. Don't give generic abilities personal names.
Second, that is generally too much. I am aware the advanced sheet is a veteran, but looking at it, she is Tail Blue with significantly more restrictive weapon acquisition, except the rest of her kit is overloaded already. And Tail Blue is already the strongest Legend Maker alive (although to be fair that has a lot to do with what she's collected). There are more minor issues, like the number of abilities on her spell (I'd cap it at 4 unless one's channel or something) and me disliking level% DR (It's both mathematically annoying and trivial unless the controller is somehow level 50 or something), but they don't really matter in comparison.
Leaving aside the Tail Blue comparison, she has four good defensive mechanisms.
I would advise you to choose two and drop the rest. She will still be very difficult to kill.
- Immunity to melee (and eventually all targeted) attacks
- 1/turn save from death
- Very good intercepts (Times level, Punch-through, and if using base weapon Crush, Vorpal, and Indestructible. Oh, and Damage Cut synergizes to.)
- Free or cheap skill negation
- Also Damage Cut and a bit of %DR to back her stats.
Also, her bar has extremely good APT growth, a top-tier ability, a high-tier ability, and two more solid abilities, which I would be hesitant to put on pretty much anything at level 20, much less this. It's also somewhat incongruous with her weapon theft for her to have an extremely good weapon.
You may also want to tighten up her theme regarding whether she is a survivor/scavenger type or a weaponmaster. I don't really think skill is in theme for the former, and the latter actually feels like it should have more utility. (As a sidenote, the Container is a pretty neat effect, but I would think environmental/collateral effects are what a scavenging/survival type would be most resistant to. You may have a different vision of things.)
I'm still a little worried about her being overly durable, but this is significantly better. I actually really like the lockpick soft mechanics, incidentally.
Lockpick soft mechanics were a ton of fun. Just... find stuff that's a Halligan Bar or crowbar does, and see what the Ability in question lends itself to.I'm still a little worried about her being overly durable, but this is significantly better. I actually really like the lockpick soft mechanics, incidentally.
Dual Wield only allows her to use one weapon's APT for another, and since they all draw on lockpick's APT anyway... (Unless she's getting the individual APT of each weapon in there, which would make the GGrey comparisons even more pronounced and also not be allowed.)
I'm a little suspicious of Primordia, especially since I feel that she should probably just find and use a Primordia weapon for that.
New Open the Vaults is pretty neat. Punch-through and Survivor's Spoils are brutal, but I like it. (I assume it soft-mechanic doesn't work on spells that don't use their weapon, but I could see being wrong there?)
Incidentally, I was incorrect regarding Grit Your Teeth - I missed the Primordia clause. It is fine, even preferable, to have a personal ability that combines them. (From a sheet design standpoint.)
There's some things I'd do differently, but not anything else I feel needs to be done differently.
Anyway, TarroIn addition to the usual mechanical options, I would like the following.
- A short description of why she is with the UD.
Mechanics-wise she seems functional, although the wording on cape is weird.
Theme-wise, I'm having trouble placing her. What is she supposed to be?
I am aware of that, but already knowing that the apex sheet won't be chosen, I figured I might as well add one more to give an indicator where I imagine her to be. Maybe that changes, maybe it doesn't. We will see.Of particular note is that submitting an "RP start" sheet does not mean you will start at that point. I've deliberately left that till after selections are made so I can make those decisions in parallel.
I considered that, honestly. She was originally a Maker, but her kit... does not quite explode enough, if that makes sense?I am a little troubled by her not being a maker anymore while having both Fortune of Five and her clones thing, but it's well set up otherwise. (Not that I expected anything else.)
I mean I advised that because that would be exponential stat growth on discount White Soul, which on a scale of yes to no is "lol no".That is actually part of why Inviolable Law of Nature, the core piece of her kit, was nerfed to increase by 100% instead of doubling each time a clone dies.
In fairness, it would at least never have been unlimited stat growth, which is usually the problem with exponentials. But yeah.I mean I advised that because that would be exponential stat growth on discount White Soul, which on a scale of yes to no is "lol no".
The changes to the spell and weapon look fine. (Incidentally, note that it wasn't 2+Total Charge+1 more, it was 2, but you can have 3 if one of them is Total Charge.)I've cut Unerring and Omni-Caster from the growth list.
BP wise it'd be two base abilities, with a third added because of the negative ability Total Charge, but I can see how the spell is overloaded, especially since Supremacy is just extremely powerful. I've cut Detonate and moved the Unerring line to Homing on the base Spell.
I'm leaning more heavily into the Goddess Gold style of Rule affinity, the sort of 'there's nothing you can do about what I do' for much of her kit. I've rearranged her ability order and replaced an ability I wasn't entirely happy with with:
Weight of Existence
-Enemies deal 30% less and take 30% more damage for each level of Existence Bonus they have above mortal. Fails against divinity.
How's that look?
I like the sheet, although I imagine the existence of this ability would make the god Chronos have a permanent stink eye aimed at her.
And I'm still really curious what the endless supply of weapons has to do with anything - I was absolutely bewildered when I realized her spell wasn't some kind of gravitational storm.