Difference between revisions of "User talk:Doublecompile"

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(To-do:)
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* Magic: Update Repulsion to introduce an illness, the severity of which depends on intensity  
 
* Magic: Update Repulsion to introduce an illness, the severity of which depends on intensity  
 
* Magic: Further differentiate Repulsion (Dark/Stygian), Nauseating Breeze (Air/Stygian), Inflict Pain (Dark/Stygian),  
 
* Magic: Further differentiate Repulsion (Dark/Stygian), Nauseating Breeze (Air/Stygian), Inflict Pain (Dark/Stygian),  
 +
* Life and Death: inside Continual Damage, change ''bleeding'' to ''draining''
 
* Life and Death: Bleeding out  
 
* Life and Death: Bleeding out  
 
* Life and Death: the infobox is missing its icon
 
* Life and Death: the infobox is missing its icon

Revision as of 04:13, 13 March 2022

01.11.11

  1. The new Trumps/Faults look good. See my comments on Medic and Scrawny. Great work on naming them. How much did you cut up Trumps and Faults? Anything of note or difficulty?

8.17.10

  1. New Illusion Spell: Nightmares. Do it. Do it.
  2. I looked over the new spells. I love Lock. (are you just saying you love Lock?) Unbuckle seems superfluous in the wake of Lock and Disrobe. I kind of like the term "Strip" instead of disrobe. Disrobe has most of it's usage in phrases like "she disrobed," not "he disrobed her." Plus, I think strip brings to mind more of an adversarial mindset, like one would be stripping something from someone's hands or person. This is what I mean with Unbuckle. Why would someone need it when they have this disrobing spell? I say get rid of unbuckle and beef up disrobe and lock.
  3. Tainted damage box on the character sheet?
  4. In preparation for my campaign, I started messing around with the Monsters section and added sections for Monsters and NPCs on my Otherworld page. I encountered some problems with designing monsters. You can see my programming limitations on the Behemoth entry. What about Monsters with more than one kind of attack? What about Parry? I think the abilities section should be under the statistics section, with the description under that.
  5. Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
  6. Use these characters in the quick start rules.

Magic Items

  • Contingent Jump should be an item! The classic medallion cut in half, return to its mate, etc.
  • Corrupt should be an item. The One Ring.

Final To-dos

  • Sound-based marionette
  • Better banshee spell
  • Blood boil/freeze spell
  • Trap spells
  • Craft DLs for traps
  • Garden all races content
  • Adjust all races' powers
  • Garden all skills content
  • Add Binding write-up to book appendix
  • Move Dangerous Body to the Dynamic Essence
  • Move Safe Haven to a ritual

To-do:

  • Races: Change Doivarken sun poisoning entry to use Stamina Drain and change the poison to an illness that imposes Continual Damage
  • Skills: Update Craft to have correct reference information for concoctions, illness, and poison
  • Equipment: Update List of Gear to remove burning condition
  • Equipment: Update List of Gear to remove infected condition
  • Equipment: Update List of Gear to use new verbiage for infectious disease and illness
  • Skills: Update Vitality to replace the section "Resisting Poison" with "Resisting Contaminants"
  • Skills: Rename the "Healing" skill, as it's now a reserved word for the process of gaining HP
  • Skills: Update the Healing skill to remove mention of the bleeding condition
  • Trumps: Update the Poison Immunity trump to use new verbiage for poisons
  • Trumps: Update the Hale trump to use new verbiage for illness and infectious disease
  • Trumps: Update the Haymaker trump to use new verbiage for called shots
  • Faults: Update the Sickly fault to use new verbiage for illness and infectious disease
  • Equipment: Update the blowgun entry to use reference "concoctions" instead of just poisons
  • Equipment: Update the Services list to use new verbiage for concoctions, illness, and poison
  • Magic: Update the Decontamination spell to use new verbiage for poisons, disease, etc.
  • Magic: Update the Disease spell to use new verbiage for disease (e.g. severity)
  • Magic: Update the Death Ward spell to use new verbiage for Stygian magic effects
  • Magic: Update Nauseating Breeze to introduce an illness, the severity of which depends on intensity
  • Magic: Update Repulsion to introduce an illness, the severity of which depends on intensity
  • Magic: Further differentiate Repulsion (Dark/Stygian), Nauseating Breeze (Air/Stygian), Inflict Pain (Dark/Stygian),
  • Life and Death: inside Continual Damage, change bleeding to draining
  • Life and Death: Bleeding out
  • Life and Death: the infobox is missing its icon
  • Life and Death: the Formless condition needs to change bleeding damage to draining damage
  • Cosmology: Update the Combat section to use new verbiage for contaminants
  • Combat: Update the Called Shots section under "Tongue" to remove mention of the bleeding condition
  • Equipment: Update the Weapon mods section to remove mention of the bleeding condition
  • Magic: for each spell, move the description of intensity effects out of the description into the intensity effects section
  • Spirit: add "Performing Spirit Arts" section
  • Spirit: add "Quick Start" sidebar
  • Spirit: add "Erasing Spirit Arts" section
  • Spirit: fill out way more descriptive text for motions

Affliction-like Conditions

  • Bleeding – Damage per round. Additional wounds increase damage.
  • Controlled – Forced to obey command. Additional commands can be stacked.
  • Infected – Immovable Knockout Track penalties. Additional diseases can be stacked.
  • Poisoned – Damage per round. Additional poisons can be stacked.

Move wide-eyed out of the conditions list and change it to the phrase "to be caught wide-eyed", e.g. "all incoming attacks catch the opponent wide-eyed."

Organic Materials

  • Leather (scale)
  • Fabric (wool, hemp, silk)
  • Bone (shells, pearl, teeth, coral)
  • Wood