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Messages - oslecamo

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Menina Morte, and those are Ruby, Saphire, Emerald, Big Bones and the rest of our merry group. Just getting to meet our new neighbours. To who do we owe the pleasure?

Jester's Realm / Re: Chattin' 2
« on: Today at 01:35:06 AM »
Ok so let's assume Morte did that between IC posts and now the rest of the party can be with her.

"And Arodatam seems to be using the future version of Katherine’s hunter blades.”

"Sorry, what? Who? Mine?" Katherine's attention suddenly snapped back to the conversation at hand.

:"Yes, you."

Wears a 8012-TerceiromêsShi-Y nanosuit and wields Katherine Fangs. The twin indestructible blades of the legendary pirate hunter from long ago, thought forever lost after her final battle against the Aether Phantom Fleet. 

:"Now that I think about it, I've seen Arodatam in action a few times and her swords looked just like yours, even the combat style was very similar."

Sniper sounds an interesting idea for prc.

Meanwhile posted what I have of the Techno Thief as base class, basics are all there now need to just finish the custom abilities, but feel free to comment on how it's looking so far.

Super Robot Wars d20 / Techno Thief (WIP)
« on: Today at 12:59:10 AM »
Techno Thief

Yes... you'll find it a most enjoyable game.
-Atad Shamran, Techno Thief

Class Skills
The Techno Thief's class skills are Bluff, Craft(any), Concentration, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Swim, Tumble, Use Magic Device
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int

Hit Dice: d6

Attack Bonus

1st+0+0+0+2Stolen System, Mechajack I, Sneak Attack +1d6
2nd+1+0+0+3Mechajack I Spirited, Spirit
3rd+2+1+1+3Sneak Attack +2d6, Trapfinding
4th+3+1+1+4Mechajack II, Bonus Feat
5th+3+1+1+4Sneak Attack +3d6, Uncanny Dodge
6th+4+2+2+5 Mechajack II, Spirit
7th+5+2+2+5Sneak Attack +4d6, Evasion
8th+6/+1+2+2+6Mechajack III, Spirit
9th+6/++3+3+6Sneak Attack +5d6, Improved Uncanny Dodge
10th+7/+2+3+3+7Mechajack III, Bonus Feat
11th+8/+3+3+3+7Sneak Attack +6d6, Improved Evasion
12th+9/+4+4+4+8Mechajack IV, Spirit
13th+9/+4+4+4+8Sneak Attack +7d6, Skill Mastery
14th+10/+5+4+4+9Mechajack IV, Spirit
15th+11/+6/+1+5+5+9Sneak Attack +8d6, Opportunist
16th+12/+7/+2+5+5+10Mechajack V, Bonus Feat
17th+12/+7/+2+5+5+10Sneak Attack +9d6, Crippling Strike
18th+13/+8/+3+6+6+11Mechajack V, Spirit
19th+14/+9/+4+6+6+11Sneak Attack +10d6, Bonus Feat
Weapon and Armor Proficiencies: Simple weapons, mechas and firearms.

Stolen System: The Techno Thief steals mugs plunders “finds” a mecha of dubious/unknown origin, probably with a suspiciously fresh coat of paint, serial numbers erased and matching the general description of another mecha disappeared recently, sometimes they don’t even bother with any of those and just pilot their latest acquisition as it is. Stat-wise first roll a 1d4 counts as either a Super Robot with randomized Upgrade Points or a random Real Robot (in the case of a Generic, comes with one random melee and one random ranged weapon of same arsenal tier) or a mixture of both as long as it’s equivalent to what a Real Pilot+Super Pilot multiclass of same level could get (the Techno Thief can decide how much of Real and Super the Stolen System has). Either way it has one random accessory of max arsenal level and add 1d12-6 to each of the Stolen System’s Natural Armor and DR and x5 that to movement speeds in mu and HP, representing taking of unfinished prototypes. This can result in penalties, to a minimum of 1 HP and 10 mu movement speed.

If the Stolen System is destroyed, with 1d12 hours of “work” the Techno Thief can ”find” another. They cannot however “find” another while the old one remains in one piece since that would start making others asking too many questions, keeping one Stolen System is already trouble enough, only an useless wreckage can properly cover it up. Similarly they have no access to any arsenal by default, and the Stolen System’s upgrades/model/arsenal cannot be swapped around by other classes.

Techno Thieves counts as either Super Robot and/or Real Robot for multiclassing depending on the kind of Stolen System they currently have, representing “finding” bits and pieces to upgrade a mecha of better reputation.

Mechajack I: A Techno Thief copies borrows develops a bunch of completely 100% original tricks to aid in her job. At 1st and 2nd  pick one of the following. None may be picked more than once unless noted otherwise. Those options, like the higher grades of Mechajack, can only be used while the Techno Thief is piloting her Stolen System or outside a mecha. On the second case, all mu ranges are reduced to feet (so 30 mu becomes 30 feet for example).
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Sneak Attack: As the Rogue ability, progresses as shown in the table.

Spirited: Each level of Techno Thief increases the max number of spirit points of the player by 5. In  addition whenever "Spirit" appears on the table the Thief learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Techno Thief counts as a Real Pilot for spirit cost purposes.

Trapfinding: At 3rd level the Techno Thief gains Trapfinding as the Rogue ability.

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Bonus Feat: At levels 4, 10, 16 and 19 the Techno Thief gains a bonus feat from the list of pilot feats.

Uncanny Dodge: At 5th level the Techno Thief gains Uncanny Dodge as the Rogue standard ability.

Evasion: At 7th level the Techno Thief gains Evasion as the Rogue standard ability.

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Improved Uncanny Dodge: At 9th level the Techno Thief gains Improved Uncanny Dodge as the Rogue standard ability.

Improved Evasion: At 11th level the Techno Thief gains Improved Evasion as the Rogue special ability.

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Skill Mastery: At 13th level the Techno Thief gains Skill Mastery as the Rogue special ability.

Opportunist: At 15th level the Techno Thief gains Opportunist as the Rogue special ability.

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Crippling Strike: At 17th level the Techno Thief gains Crippling Strike as the Rogue special ability.

" And besides, I'm fairly sure none of us fall under a reliable category for them to trust, much less be manipulated by.”
: “You really sure about that, Hugo? SK Anima supposedly was developing living weapons for the Devastation War in Parum. And who was the biggest living weapon created during that time (in more than one sense of the word)? Amaterasu, so I bet they’re connected somehow. And Arodatam seems to be using the future version of Katherine’s hunter blades. That would imply some degree of respect and trust if you ask me.”

" Nei, do you have any idea where Miun is right now?"
:Murasaki, a surface map of Ragol please?

: “Certainly.”

A photon map appears in mid-air, and Nei uses her claw to slice a cross mark over one of the deserts.

:”There. From our observations seems like she was stuck in a loop where she just kept wandering the same patch of desert in circles, she should still be around there. Which reminds me docinho, you didn’t answer my question about whetever you know this Orakio fellow or not.”

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Other Games / Re: Videogame Discussion III - Snake Eater
« on: October 21, 2018, 01:11:08 AM »
Which console is that for again?

Smartphone with emulator I mean Playstation Portable, that's where the P comes from since it's a remake of Super Robot Wars A.

Do we still need to use spoilers considering everyone's together again?

Well if it's not convenient for you feel free to don't use it until the party splits again or Anomander shows signs of life again, whichever happens first.

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Super Robot Wars d20 / Re: Soul Soldier
« on: October 20, 2018, 04:49:48 AM »
Yes, if it's being repeated only every 30 seconds is more acceptable as a catchprase.

Other Games / Re: Videogame Discussion III - Snake Eater
« on: October 18, 2018, 02:39:06 AM »
So been slowly playing the Super Robot Wars AP new fan translation and I got Amuro in my team, yay! Let's look at his stats...

Wait, why does Amuro "I'll hit hit the enemy's cockpit!" Ray knows Mercy as a spirit? He left a pretty long line of bodies back in the first Gundam series.

Then next mission Ramba Ral shows up. Huuhhh, the One Year War's over, weren't you supposed to be dead? And what are those 3 Doms nearby...

Oh, it's the tri-stars. You were all supposed to be dead too.

So ok, seems like in the SRW AP timeline Amuro is pretty mercyful and let a good chunk of his named enemies live.

Also gotta love how the GPO2 gets stolen:
Asshole Officer: Commander Bright, we're giving you this new nuke-equipped Gundam. Also what the hell is with your crew's new recruits?
Dragonar Dudes: These are no gundams, sir, no gundams. 
Lamia: Clearly I'm just a normal youth that got her hands in a super robot by pure luck.
Kouji: Is there any other way to get a super robot?
Ryoma: Sounds good enough to me.
Hayato: Am I the only one who thinks that sounds extremely fishy?
Musashi: Yes.
Sayaka: We'll take all the girl pilots we can get.
Boss: Hear, hear!
Clearly just another normal recruit: SIEG ZEON!
Bright: Wait a moment, that one is acting a little strange... But he's at least wearing a federation uniform...
Clearly just another normal recruit: Eeerr, I mean, a Gundam with a nuke? Splendid! I'll just take a closer look...
Domon: Not on my watch! Super martial arts attack!
Clearly just another normal recruit: Normal gun!
Domon: ... Crap. Who is this guy?

Super Robot Wars d20 / Re: Soul Soldier
« on: October 18, 2018, 02:11:27 AM »
Ah thanks, that's what I get for still being catching up with old games (plus have neither a PS4 nor Vita, PC release when ???). I would take a nice youtube LP too if you know of one.

It sounds like the teams are already picked and will be "revealed" soon. So this whole thing sounds like more of an exhibition match... Why was it announced after the teams had been picked, if it's a real contest?  :fu

Hasbro likes to play it safe indeed, lots of things would could go wrong if they let every tabletop player in.

But if this ends up popular then they should properly open up.

Off Topic Fun / Re: The Small Rants Thread XII: The Folly of Life
« on: October 17, 2018, 11:16:55 PM »
Guys, guys, guys.

Let's just agree teenagers are terrible people.

Can't agree, I know some decent teenagers.   :P

Yeah, I also crossed paths with some teenagers that were some of the nicest people I've met in my life.

Super Robot Wars d20 / Re: Soul Soldier
« on: October 17, 2018, 11:13:49 PM »
-Replaced with "Every class skill is a class skill for the Soul Soldier."
Should that be "Every skill is a class skill for the Soul Soldier"? Otherwise it's a bit tautological. Just to clarify (and I think the answer is "no") do skill checks count as activated abilities from a class for the purpose of Soul Speech?
Ups, fixed. :blush

And basic skill checks wouldn't count as class abilities.

-Made the Soul Speech anything soul-related with at least 9 words
It just says "9 words" in the description, please add the "at least".

I still feel like once a round is a bit too often on the soul speech thing, and since I've been known to use two unique Unlimited Blade Works chants in three rounds in the past that's really saying something :p. A SRW "round" can be anywhere from a minute to an hour depending on the scenario, after all, and a D&D round is 1/10th that.
Hmmm, do you have any specific examples for hour-long turns? Because literally every time I remember the game saying "you have X turns to do this" the characters will say "we need to do this in X minutes".

Maybe something like "To use any activated ability from any class (not just Soul Soldier), the Soul Soldier must have made a speech about souls of at least nine words in the previous 30 seconds." That's a reasonably long time in roleplaying but not so long that it gets forgotten, plus it mandates making such a speech at the beginning of an encounter regardless.
Well 30 seconds sounds like a good middlepoint, so going with that (still interested in hearing when did exactly a SRW game went with hour-long turns).

Good compromises and changes on the rest. The class is still very powerful, but now at least it's no longer too onerous to use for roleplaying purposes and too OP to not use for minmaxing.
Yay, thank you for more of your help!

Is listening, chilling, mulling over massive info dumps. Honestly just not sure overall what to do about any of this.

Then what's Katherine (not) wearing, she just jumped into the Hot Springs with her nanoarmor? :p

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What is DnDSports?
"Imagine if two parties fighting for opposite sides found themselves in the same dungeon. It’s kill or be killed. What will they do to survive?

DnDSports is the first online D&D Tournament in a cooperative Party vs Party setting from EncounterRoleplay & DnDBeyond with a grand prize of $5,000. Over the course of 4 weeks, 16 players will compete in teams of 4 in single elimination games. Each game is a best of 3 arena battle and played via Roll20.

How is it Played?

The full rules for DnDSports will be released shortly after our next round of Playtesting. We don’t claim to have created perfect balance, nor is that our aim, as every competitive game has an element of strategy. We’re also implementing MOBA-esque mechanics such as a Pick/Ban phase to help expand the strategy. We’ve been working closely with over a dozen talented DMs to create 15 pre-generated characters from which the players will choose, and adapt the pre-existing Dungeons & Dragons: 5th Edition rules.

We know that this will be an incredibly fun new way to play D&D, because as long as you’re having fun, you’re doing it right!"

Soooo the rumors they were trying to make an esport out of D&D are true after all?

"But D&D Shouldn’t be an eSport?!

It’s not an eSport. We created something that would make competitive gamers feel safe and comfortable trying out D&D5e for the first time. It’s a new way to display the versatility of combat in D&D5e in a unique setting. We encourage you to respect the way different people play D&D because we know that this will be a fun event and there is no wrong to play D&D, as long as you are having fun!"

I'm not sure that when you're be enforcing tournament rules with money at the stakes it still count as "just for fun" anymore. :psyduck

Still should make for an entertaining watch.

Gonna give everyone else a chance to reply before I pitch in again.
Following on the above if your character doesn't want to say anything still post something they're listening or Hugo will be forever waiting.

Daniel and Vanessa Salgadinho - Salgadinho can generally mean two things. One is finger foods like mini-quiches and the like. The other is stuff like Doritos or Ruffles potato chips.
It is also used as an actual surname (even if not that common) and comes from "salgado" which means salty, hence why used to refer to salty foods.

Captain Tyler - Not a pun, but could be a reference to Irresponsible Captain Tylor.
Actually a reference to Phantasy Star II's Tyler. He may appear for only a few moments and have like zero (fan)art besides one face sprite, but he does get a city founded with his name in PSIV where the party gets his space ship as a ride.  :pout

Super Robot Wars d20 / Re: Soul Soldier
« on: October 16, 2018, 10:30:47 PM »
So... Soul Soldier. A very powerful class, and yet also so silly.
Thank you, I indeed always say Axel as a pretty silly OG character yet quite powerful. :P

  • Soul Science is unclear to me whether it advances Super Robot upgrade points or only stats. Please clarify that and also that it explicitly doesn't advance Arsenal per answer above.
  • For advancing maneuvers, does that mean advancing the number available, the PL to use/qualify, or both?
  • What happens if they don't make the speech, specifically?
  • Class Skills says: "The Soul Soldier's class skills (and the key ability for each skill) are all". Does this mean all skills are class skills, or is that just an incomplete sentence?
-Upgrade points too, clarified.
-Yes, clarified too.
-Good point, made them unable to use any class abilities for 1d12 rounds.
-Replaced with "Every class skill is a class skill for the Soul Soldier."

  • d12 HD
  • Early entry by PrC standards.
  • Doesn't lose core Real/Super advancement
  • Top level SP growth
  • Stacking Reactor III and Regeneration III in four levels. Compare Machinery Warrior, which gets there in five and doesn't stack.
  • Fast save advancement on all
  • 8 + Intmod skill points
  • The final level is part of the benefit of three levels of cross-classing, plus a bonus feat.

  • Magitech Knight level required. This is actually odd to me, because the only thing Soul Soldier has in common with Magitech Knight is a strict requirement to use its abilities.
  • The mandatory speech is just so weird. It requires the Soul Soldier to say the same 9 words every six seconds.
Well in the SRW games each turn is about 1 minute but that's seemingly enough time for repeating the same words a LOT of times considering every pilot says something from a short selection of lines when attacking/dodging/defending and it's not that rare for a pilot to be attacked a dozen times in a turn. And for bosses who get quite a bit of extra dialogue it gets even sillier the amount of talk they can cram in a single minute, I guess all those super-fast reflexes aren't good just for piloting. :p

As for the Magitech Knight requirement, it was more that they're supposed to be particularly in tune with their own soul.

  • Raise entry level to PL 5 or 6.
  • Remove Magitech Knight entry requirement in favor of some others. For example Kn (Religion, Planes, or Arcana) 8+, must be any Lawful.
  • Make the speech less specific, like "In order to use spirits and activated abilities from any class (not just Soul Soldier), the Soul Soldier must make a brief speech about souls once per minute."
  • Downtune Soul Symphony and Soul Synchro by either making them non-stacking or only going up to II.
  • Weak suggestion: Ban the pilot from benefiting in any way from the Soul System feat, as it seems like the exact opposite of what this class stands for.
  • Weak suggestion: Lose the level 5 bonus feat. That level is already great in absolute terms without being Just Better than a class level that gets a bonus feat.
-Increasing the needed PL plus the skill ranks suggested next would just make it harder for multiclass characters to qualify.
-Added having the knowledge ranks and Lawful alignment as an alternative to Magitech Knight. So a pure Magitech Knight can qualify one level earlier but others won't be too behind.
-Made the Soul Speech anything soul-related with at least 9 words, still every round and small cha skill penalty if spamming the same line, but also added that they can say it even if silenced/sleeping or otherwise unable to say anything. Once per minute would mean you can go a whole battle of average length without saying anything about souls from start to finish even once and where's the fun in that? Plus hey, roleplay motivation!
-Soul Symphony and Soul Synchro now only grant II.
-Good point, added not having Soul System to the prerequisites so trying to pick it up later would make you lose the prc.
-Another good point, done too.

Also removed the need to know Soul spirit since that's a bit harder now with the new spirit tiering.

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