GamingandReading
Browses and Replies With Haste
- Pronouns
- He/Him
[X] Dungeon Master
[X] Chakra Adept
Damn, there's so many great choices.
[X] Chakra Adept
Damn, there's so many great choices.
I suppose the less obvious question will be if other Parahumans will get the option for Shard Bearer, that option seems like it won't be available to keep things simple, but it would cut some rather interesting choices for Parahumans to make when entering. Say Armsmaster entered, would he choose the option to empower his Shard or a class that would synergise with his skillset like Fighter or Rogue? He would probably choose Mechanist or Battlesmith if Alex had the Machine or Weapon Themes.Yeah. Even without a Tally it's obvious that Dungeon Master is going to when since literally EVERYONE is voting for it.
That would be an option for those that finish Cleric with a Nature Deity.
This will be explained in the next chapter, but yes partners can gain a class. But not all of them. The first criterion is that they must be able to fit in the dungeon. So for most of the big ones, it's just not possible.Also, you may have answered this earlier, but can any of the summonable creatures go thru the Dungeon as Invaders, to gain powers? How about the Pandas at least?
Edit: And now that I think about it, the idea of Olky going thru the Dungeon and becoming a Wizard in his own right seems... wondrous.
I don't think your vote will count. You need to have the [X] on the same line as the choice.
That's complicated. I think I mentioned it at some point, and if I didn't my apology, but while Alex can possess any number of Shards he can only have one active at a time. So they would all benefit from the class but only while they're active.Getting increased power for Solar and a secondary effect would likely turn him into a walking Sun with his own gravity well once he reaches Capstone level, granting an avatar for Solar as well would really be cool to see too. Is there a limit to how many potential Shards are affected by this Class?
It would be open to non-CM Servants yes. My Veto would mainly concern Athuria, pure evil servants, or too sexualized ones. I would favor a Servant that could serve Alex in an Advisory role, a Big Sister/Brother, Mentor, or thing like that.That Capstone would be great if it's open to any Servant at all instead of the CM granted ones, looking at the Tam Lin Knights from the recent Singularity Avalon le Fae as they're all faeries, though there likely will be limits to what choices will be given when it comes up.
Shard Bearer is exclusive to Alex because he got a unique relationship with his Shard. I considered creating a Shard Host class for normal Parahuman but I couldn't find a way to make it at the same different from Bearer and applicable to all Parahuman. What I will do instead is give to Parahuman access to some unique Class based on their powers.I suppose the less obvious question will be if other parahumans will get the option for Shard Bearer, that seems like it won't be available to keep things simple, but it would cut some rather interesting choices for Parahumans to make when entering. Say Armsmaster entered, would he choose the option to empower his Shard or a class that would synergise with his skillset like Fighter or Rogue?
There's some of that yes.
You mean the Beastmaster class? Not particularly, they work in different ways.Can this pair with that class you use Malcolm with? And Do Shards count as monsters?
This would remove the one-hour limitation currently affecting the Jinchuriki state from the Menagerie. And it would apply to any Biiju Alex possess, Rex obviously but also any other that could be gained later.
Of course, my imaginary friend said so.
I didn't even know that this thing exist until you mention it. I look it up and I'll say, it would be funny but I'm not really interested.If we had a Fighting Foodons I'd choose this.
But we don't and it reminds me too much of Bugsnax.
@zagan I don't think they are apart of the CM? If you aren't interested enough to have a Fighting Foodons Catagory how about making them a True Customization option? Once choose. The Author decides either a Foodon or holds a vote for the dish or dish ingredients and decides on the aspect of the Creature from that.
I considered it but couldn't find any ideas for it.
She can take the shape of an instrument, but I'm not sure it would be functional. Some Brass instrument perhaps.for fun! @zagan *sparkles of an idea!* Our cute Mercury maid can become any instrument we want right?
Honestly, I'd completely forgotten that I include this list of examples until you remind me of it. So it's not really a mistake just an oversight.Edit: Hey @zagan, was looking through the theme provided classes and noticed Eldritch gives you Warlock and Demon gives you Cultist for Class options, was there crossover between them I missed or was that a mistake?
I remember that show when I was a kid, it's what got me interested in cooking and the food service industry. Why not just add the Meal Ticket to the Various update, as there isn't much different from having the foodon or having the ticket instead and making the food yourself, if there's room of course.I didn't even know that this thing exist until you mention it. I look it up and I'll say, it would be funny but I'm not really interested.
And the second criterion is that they must possess a way to naturally get stronger already. So no Pokemon, Digimon, etc... That for my own sanity.
I probably didn't say it well but the Meal Ticket is what I was thinking of when I thought that True Customization be a better fit than an actual Catagory. Since there isn't a functional difference really. Customize before or Customize in the kitchen.
Would this be an option? Charles Babbage.would be open to non-CM Servants yes. My Veto would mainly concern Athuria, pure evil servants, or too sexualized ones. I would favor a Servant that could serve Alex in an Advisory role, a Big Sister/Brother, Mentor, or thing like that.
Goddamit again! I got a serious problem with negation. Yes, that's right. Thank you for pointing it out.I... think you might mean by context must not possess a way to naturally get stronger?
Only the smallest panda could enter but yes they could benefit. That's because they don't improve naturally, they do so with time spent training and studying. So while some time spent in the dungeon could help them grow, not as much as time dedicated to chakra training.So how would this affect the Pandas, since like any Naruto-type "ninja" they could probably get stronger by training?
Yes, some sort of Sapience is a minimum requirement. They must be able to interact with the "Menu" even if it appears in a way that they can understand. Robots could benefit if they fit that criteria.Anyway, I'm now thinking of teams of our creatures to send thru, prioritizing those who are already small but strong, because I'm a big fan of making the strong stronger. Of course, it would also be very useful for some of the weaker as well, perhaps make them more useful to give to others. In fact, that could be a way to cover for it... give a partner to those who start going into the dungeon, so they and their partner could grow stronger together, and just say the dungeon gave it to them. The dungeon itself wouldn't even need to be publicly linked to Alex, just promote it as some secret training program..
I suppose I should wait until the update... but do the creatures need to have some sort of sapience to benefit? How about the robotic ones? Our very first summons was a Spider bot, and the poor thing never even got a name.. The Companion Cube!!! Going thru the dungeon and getting a class would certainly prove whether it is actually conscious or not!
Edit: First party of creatures to go thru dungeon candidates: Olky, Star, Clank, Gonzo, Baggage, and maybe Shadowmere?
It's much too soon to discuss it. Magus isn't looking to be wining anyway.
It seemed the most appropriate to best work with the Dungeon. Would it be the fastest for him to grow with the Dungeon?
If you mean gaining level faster then no, not really. However, among the powers granted by the class, if they're used correctly some of them may make training inside the dungeon easier.It seemed the most appropriate to best work with the Dungeon. Would it be the fastest for him to grow with the Dungeon?
Levels | Benefits |
1st | Accessible Minions (Traits) |
2nd | Deploy Traps |
3rd | Improve Trait |
4th | |
5th | Personality Upgrade, Master's Quarter |
6th | |
7th | Accessible Minions (Material) |
8th | |
9th | Bonus Trait |
10th | Themed Wall, Dungeon Mana |
11th | Independent Dungeon |
12th | |
13th | Boss Summoning |
14th | |
15th | Accessible Minions (Transformation), Personal Core |
16th | |
17th | Manifest Floor |
18th | |
19th | Improve Trait |
20th | Accessible Minions (Summoning), Delvers Shades |
Levels | Benefits |
1st | Spin Attack (Basic) |
2nd | Hearth Containers |
3rd | Jump Strike |
4th | |
5th | Dash Attack |
6th | |
7th | Spin Attack (Aerial) |
8th | |
9th | Sword Beam |
10th | Magic Meter |
11th | Flurry Rush |
12th | |
13th | Helm Splitter |
14th | |
15th | Spin Attack (Combo) |
16th | |
17th | Projectile Deflection |
18th | |
19th | Ending Blow |
20th | Spin Attack (Hurricane) |
Levels | Benefits |
1st | Weapon Properties |
2nd | |
3rd | Weapon Properties |
4th | Size Adaptation |
5th | Weapon Properties |
6th | |
7th | Weapon Properties |
8th | Situational Adaptation |
9th | Weapon Properties |
10th | |
11th | Weapon Properties |
12th | Modify Properties |
13th | Weapon Properties |
14th | |
15th | Weapon Properties |
16th | Enhanced Enchantment |
17th | Weapon Properties |
18th | |
19th | Weapon Properties |
20th | Phantom Duplicate |
Levels | Benefits |
1st | Taser Touch |
2nd | Generator |
3rd | Electric Field |
4th | |
5th | Electric Healing |
6th | |
7th | Lightning Aura |
8th | |
9th | Lightning Bolt |
10th | Electric Redirection |
11th | Lightning Travel |
12th | |
13th | Thundercloud |
14th | |
15th | Arcing Bolt |
16th | |
17th | Storm Spheres |
18th | |
19th | Call Lightning |
20th | Lightning Incarnation |
Levels | Benefits |
1st | Mana Reserve, Healing Word (Touch), Divine Patron (1st Power) |
2nd | Blessing |
3rd | Healing Word (Cure Disease) |
4th | |
5th | Shield of Faith |
6th | Healing Word (Distance) |
7th | |
8th | Healing Word (Neutralize Poison), Holy Light |
9th | |
10th | Divine Patron (2nd Power) |
11th | Healing Word (Group) |
12th | |
13th | Healing Word (Remove Curse) |
14th | Consecrated Ground |
15th | |
16th | Healing Word (Regeneration) |
17th | |
18th | |
19th | Miraculous Revival |
20th | Divine Patron (3rd Power), Hallowed Body |
Mana Cost | Type of diseases |
5 | Bacteria and Viruses |
15 | Fungi, Prions, and Parasites. |
20 | Arthropathy, Vascular Diseases, Neurological Disorders |
30 | Cancer |
50 | Hereditary and Genetic |
Levels | Benefits |
1st | Accelerated Maturation, Verdant Transformation (Photosynthesis) |
2nd | Forest Knowledge |
3rd | |
4th | Pollen Production |
5th | Seed Spitting, Vegetal Communication |
6th | Verdant Transformation (Root) |
7th | |
8th | Entangling Vines |
9th | Wall of Thorns |
10th | |
11th | Verdant Transformation (Bark), Flower Vision |
12th | Entangling Vines(Thorns) |
13th | |
14th | Animate Plants |
15th | |
16th | Verdant Transformation (Leaves), Leaf Wings |
17th | Root Traveling |
18th | |
19th | Entangling Vines(Poison) |
20th | Tree of Life, Verdant Transformation (Sap) |
Levels | Benefits |
1st | Physical Boost, Combat Maneuver |
2nd | Combat Maneuver |
3rd | Bonus Damage (+10%) |
4th | Combat Maneuver |
5th | Physical Boost |
6th | Combat Maneuver |
7th | Bonus Damage (+20%) |
8th | Combat Maneuver |
9th | |
10th | Physical Boost, Combat Maneuver, Switch Boosts |
11th | Bonus Damage (+30%) |
12th | Combat Maneuver |
13th | |
14th | Combat Maneuver |
15th | Physical Boost, Bonus Damage (+40%) |
16th | Combat Maneuver |
17th | |
18th | Combat Maneuver |
19th | Bonus Damage (+50%) |
20th | Physical Boost, Combat Maneuver, Finishing Move |
Point Cost | Components | Effects |
---|---|---|
+1 | Once per day | You can only use your Finishing Move once per day instead of three times. |
+1 | Charge Time | Your Finishing Move necessitates one minute of charge time before you can use it. You can select this component up to ten times, increasing the charge time by one minute each time. |
+1 | Backlash | When using your Finishing Move you lose a third of your health. You can select this component up to three times, in that case, you'll die immediately after using it. You cannot select the Healing component at the same time as this one. |
+1 | Assistance | You need the help of a specific being to use your Finishing Move, they must be adjacent to you. You must select that being when designing your Finishing Move and can only change for another if this being dies. You can select this component up to four times. |
+1 | Passif | Your Finishing Move deals no damage to your target. You cannot select any component that grants additional damage to your Finishing Move. |
0 | Aesthetic | You can generate one or more visual or sonic aesthetic effects when using your Finishing Move. An aura around you, sparks on the ground, smoke at the tip of your weapon, and so on. These effects are purely cosmetic and do not hinder your vision or that of your opponents. |
-1 | Elemental | Upon selecting this component you must choose an element (fire, water, light, acid, etc…). Your weapon with be clad in it, dealing an additional ten percent of damage of that type when using your Finishing Move. You can select this component any number of times, either choosing an additional element or increasing the damage dealt by one element by ten percent each time. |
-1 | Flying Slash | You can strike with your melee weapon from a distance of up to twenty meters. You can select this component any number of times, increasing the distance by twenty meters each time. |
-2 | Bane | Upon selecting this component you must choose a type of being (undead, animals, construct, humanoid, etc…). You will deal an additional fifty percent of damage to beings of that type when using your Finishing Move. You can select this component any number of times, either choosing an additional type of being or increasing the damage dealt to that type by fifty percent each time. |
-2 | Hindering | Upon selecting this component you must choose a type of debuff to inflict upon your target, that will last for five minutes. Available debuff: Blind, Deaf, Mute, Sleep, Slow, Berserk, Poison, and Confuse. You can select this component any number of times, either choosing an additional debuff or increasing the duration by five minutes each time |
-2 | Enhancing | Upon selecting this component you must choose a type of buff to apply to yourself at the end of your Finishing Move, that will last for five minutes. Available buff: Strength, Agility, Endurance, Resilience, Perception Boost, Elemental Immunity, and Magic Resistance. You can select this component any number of times, either choosing an additional buff or increasing the duration by five minutes each time. |
-2 | Swift Movement | Immediately before or at the end of your Finishing Move you've moved up to twenty meters from your starting position. This is not a teleportation effect, simply high-speed movement. You can select this component any number of times, moving an additional twenty meters for each instance. |
-3 | Area of effect | Instead of affecting one target your finishing move affects an area, a five-meter radius sphere, centered on a point of space that you strike with your weapon. Damage is dealt to every foe in the radius, and his affected by all other components. If you pick beneficial components, such as Enhancing or Healing, the benefits apply to all allies in the radius in addition to yourself. You can select this component any number of times, increasing the radius of effect by five meters each time. |
-3 | Healing | Immediately after you execute your Finishing Move you will be healed by half the amount of damage you dealt. Any health gained above your maximum will act as an ablative shield that will last for five minutes. |
-3 | Multiattack | You can make one additional attack during your Finishing Move. This additional attack benefits from all damaging enhancing components but not others. You can select this component any number of times, making an additional attack for each instance. |
Levels | Benefits |
1st | Forcefield Generation, Ignore Forcefield |
2nd | Forcefield Properties |
3rd | Forcefield Generation (Complexe Polygon) |
4th | Steal Forcefield |
5th | Forcefield Generation (Durability: Granite), Forcefield Properties |
6th | Forcefield Weapon |
7th | Forcefield Generation (Anchored) |
8th | Forcefield Properties |
9th | Forcefield Generation (3D) |
10th | Forcefield Companion |
11th | Forcefield Generation (Durability: Steel), Forcefield Properties |
12th | Skintight Forcefied |
13th | Forcefield Generation (Freeform) |
14th | Forcefield Properties |
15th | Forcefield Generation (Durability: Diamond) |
16th | Forcefield Shards |
17th | Forcefield Generation (Moving), Forcefield Properties |
18th | Starting at 18th level |
19th | Forcefield Generation (Durability: Carbon Nanotube) |
20th | Crushing Forcefield, Forcefield Properties |