A Villain In A World Of Heroes

Okay, let's have an update on what is going on. These two are definitely on the list.

[] Teleport
Expensive manawise, but it won't kill you. You still won't be able to use it more then once or twice, though. But, it has infinite range as long as you have been somewhere before.
[] Mana Leech
Not from enemies, but from your environment. Overuse may have consequences.
1) Corvo's time slow from Dishonored - Not the fu
Considering it. I need to figure out the mechanics, first, and then I will make a choice.
5) "These aren't the droids you are looking for." - Some Jedi like mind tricks
Definetly on the list, but I need to figure out the mechanics.
13) "And now you are on fire" - The ability to set stuff on fire from a distance.
Also considering it, but you already sort of have that in fireball.
15) Illusions. Changing how we look, where we are, make it so it looks like there are two of us.
Thinking about it
4) Sense life - what it says. we know where are alive things around us.
This is on the list, but for a different roll.
Weapon Summoning/Enchanting
Probably. But those are very broad, so I need to nail something down first.
) Change gravity strenght
Maybe. It might be too potentially OP though.
 
Okay, let's have an update on what is going on. These two are definitely on the list.

[] Teleport
Expensive manawise, but it won't kill you. You still won't be able to use it more then once or twice, though. But, it has infinite range as long as you have been somewhere before.
[] Mana Leech
Not from enemies, but from your environment. Overuse may have consequences.

Considering it. I need to figure out the mechanics, first, and then I will make a choice.

Definetly on the list, but I need to figure out the mechanics.

Also considering it, but you already sort of have that in fireball.

Thinking about it

This is on the list, but for a different roll.

Probably. But those are very broad, so I need to nail something down first.

Maybe. It might be too potentially OP though.
Ehh, It was a nat 100, that doesn't come around very often at all.
 
Okay, vote is now open.

[] Teleport
Expensive manawise, but it won't kill you the first time (I make no guarantees about the second time, and the third will almost certainly kill you). But, it has infinite range as long as you have been somewhere before.
[] Mana Leech
Not from enemies, but from your environment. Overuse may have consequences, especially in the same area.
[] Slow Time
More like a faster perception of time, actually. For one "scene" (fight update) you get double the rolls for just about everything. You can only do so about once per fight, unless you want side effects.
[] Mind Trick
You will roll against an target's willpower (either a set DC or an opposed roll with modifers), when you cast the spell and give them a command, suggestion, or such. Sort of like hypnosis. What you are telling them will help determine the difficulty.

Illusions have been added to the list for the next roll
 
[X] Mana Leech
This seems to have great utility.
Teleportation is cool but its an escape and backtracking spell, not really the best for hero killing.
Slow time has the most combat potential and is my second choice.
Mind trick I do like but just feel that its outclassed.
 
Mind trick I do like but just feel that its outclassed.
That is sort of the point. A mind control spell without any restrictions would break the game so fast....

Well, there wouldn't be a game anymore.

(FYI: Mind Spell commands are always temporary, and you start with an automatic -2 modifer, even before you take anything else into acount (Mind control is hard))
 
[x] Teleport

It means that whenever there is a vote for it, one can leave. Whether there are some catacombs we want to explore once more.
An escape hatch against a more powerful enemy. A city we want to visit again.

Life, its more important than death.

Furthermore, it would have great synergy with mana leech. If we got that spell later on.

Mana leech would have the most combat potential, I think. It would mean double the amount of mana spells.
Teleport would have the most monetary potential. It would be fast travel and trade between different cities especially if most people either don't have that spell or won't use it for something such as trading. Which could mean more money for training, spells and other items.
 
Come on guys, Mind a Tricks are nice, but what happens when you try to pull them off on someone and they fail?

Something tells me that the other guy isn't gonna appreciate that. (Unless you guys planned to only use that skill in battle?)

Teleport has great utility out of battle (pretty nice for jail breaking people, or just popping up wherever you want) but it absolutely useless in battle unless nothing has actually happened yet. It's mana intensive, meaning that by the time you really need it, like when you're about to lose, you probably don't have enough power to use it.

Mana Leech...definitely has awesome potential, in and out of battle. In battle, it makes for a nice power up but outside...well, understanding the concept of a spell means it can potentially be used to drain energy out of wards, magical items, etc. Unless mana from people never loses its 'signature' and we'll never be capable of draining it, which only leaves wards powered naturally.

But (altered perception of) time? You guys can guess the combat potential in your own, but the sheer shenanigans we can come up with for this! Want to fake an amazing act of coordination like juggling flaming chainsaws? Slow time! Want to quickly snatch everything from that vendor while he's looking away without making too much noise? Slow time and then get the hell out of there! Want to really freak someone out and say things at (nearly) the same time they do?....

Hmm.....I think I just convinced myself that slowing time-perception is shit. Let's go with—

[X] Mana Leech
 
[] Teleport
If we can only use it two times, not worth getting at all. If not, may work for travel to and from places we have been. We could exploit the fact that easy travel is difficult in this setting and take advantage of prices in various things to make profit transporting materials to far away places.
[] Mana Leech
Only useful during a fight, otherwise we can just wait for our mana to restore itself. That consequences sounds... really bad. Only once ever per area makes it extremely limited in use also.
[X] Slow Time
Slight improvement to combat, using it first turn may end up ending the fight after it just began, making it less likely we would be injured. Also outside of combat would presumably allow us to speed quickly across a short distance depending on dice roll, allowing us a temporary stealth/movement increase every so often (wait hours? minutes? improving this skill would be very good).
[] Mind Trick
Helpful, but we would need to train it to get the negative modifiers off, a minimum 3 fold chance for a critical failure isn't good. Potentially useful.
 
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If we can only use it two times, not worth getting at all. If not, may work for travel to and from places we have been. We could exploit the fact that easy travel is difficult in this setting and take advantage of prices in various things to make profit transporting materials to far away places.
Two times in a row, not two times total. You will need to wait for your mana to replenish before using it again. (Or use it anyways and die)
Only useful during a fight, otherwise we can just wait for our mana to restore itself. That consequences sounds... really bad. Only once ever per area makes it extremely limited in use also.
You can use it more then once. Just don't spam it twenty or thirty times in a row.
 
Two times in a row, not two times total. You will need to wait for your mana to replenish before using it again. (Or use it anyways and die)

You can use it more then once. Just don't spam it twenty or thirty times in a row.
But what do you think of:
[X] Slow Time
Slight improvement to combat, using it first turn may end up ending the fight after it just began, making it less likely we would be injured. Also outside of combat would presumably allow us to speed quickly across a short distance depending on dice roll, allowing us a temporary stealth/movement increase every so often.
 
[X] Slow Time

Now let's see. Double rolls once per fight means we could punch way above our weight class. We can use this for a second forest rampage, and we'd be unstoppable there.

Teleport

Fast travel to anywhere we've been to. It has it's uses but not now. I mean with ot's limits we can't jump back and forth all the time, and there is one place we could go with it atm. It'd be good to have, but not yet.

Mana Leech

Extremely useful, this is my second choice. A massive trumpcard in a fight, and it would help when we try out our more expensive spells. The consequences would be on the enviroment I guess.

Mind Trick

Useful as hell. Free items everywhere, we'd do anything we want, then when we ask the guard captain for a 'favor': critfail. I like this option, but I think we need to be strong enough to get out if we fuck it up.
 
But what do you think of:
[X] Slow Time
Slight improvement to combat, using it first turn may end up ending the fight after it just began, making it less likely we would be injured. Also outside of combat would presumably allow us to speed quickly across a short distance depending on dice roll, allowing us a temporary stealth/movement increase every so often.
Possible.

And it is a lot more then a slight improvement. Where you would normally have 3 attacks, you would have six, every dodge roll now has a reroll, every hit will have double the potential damage, ect.
 
Vote Change
[X] Slow Time

As much as I like the Mind Trick, and I can absolutely see the potential in Teleport and Mana Leech, the Slow Time ability will be a massive boon for us when we inevitably get into another fight against creatures above our class (e.g.: all the things we already fought and more).
The use of Teleport is limited at the moment, but would be incredible later on.
Not much info on Mana Leech, but I imagine it would be less of an instant refill and more like a boosted recharge rate.
The Mind Trick I love in theory, but with the new information is seems a bit less useful than I'd like in our current position, and I'd like us to have a means of dealing with trouble when we inevitably critfail the important rolls.
 
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