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Miscellaneous humanoids' spells and maneuvers #53

Closed Marcloure closed 4 years ago

Marcloure commented 4 years ago

Continuing issue #9 for bandits, scouts, knights, champions, spies, and other generic humanoids.

Marcloure commented 4 years ago

Archer

Remove Archer's Eye trait Themes: Skirmish

Maneuvers (limit 2)

Assassin

Remove Archer's Eye trait Themes: Skirmish, Trickery

Maneuvers (limit 3)

Bandit

Themes: Trickery

Maneuvers (limit 1)

Bandit Captain

Themes: Trickery, Vanguard (thought about Leadership instead, but RAW it has parry)

Maneuvers (limit 1)

Berserker

Themes: Vanguard

Maneuvers (limit 1)

Champion

Themes: Vanguard

Maneuvers (limit 3)

Commoner

Nothing?

Cultist

Themes: Trickery

Maneuvers (limit 1)

Cultist

Themes: Trickery

Maneuvers (limit 1)

Gladiator

Themes: Protection, Vanguard

Maneuvers (limit 2)

Guard

Themes: Protection

Maneuvers (limit 1)

Knight

Themes: Leadership, Protection, Vanguard

Maneuvers (limit 2)

Martial Artist Adept

The special effects from unarmed strike are of a much higher stamina limit, so removing it would nerf the creature. Themes: Skirmish

Maneuvers (limit 2)

Master Thief

Themes: Skirmish, Trickery

Maneuvers (limit 2)

Noble

Themes: Leadership, Vanguard

Maneuvers (limit 1)

Scout

Themes: Skirmish, Trickery

Maneuvers (limit 1)

Spy

Themes: Trickery

Maneuvers (limit 1)

Swashbuckler

Themes: Skirmish

Maneuvers (limit 2)

Thug

Themes: Vanguard

Maneuvers (limit 1)

Tribal Warrior

Themes: Beast

Maneuvers (limit 1)

Veteran

Themes: Leadership, Vanguard

Maneuvers (limit 2)

Warlord

Themes: Leadership (all maneuvers?)

Maneuvers (limit 4)

Marcloure commented 4 years ago

That does it for all purely martial miscellaneous humanoids. Blackguard, war priest, and some other half-casters are missing.

mlenser commented 4 years ago

Can you include any maneuvers of higher costs than currently usable? There aren't too many maneuvers of higher costs, but I'd like to allow monsters to scale up/down a little. So if they scale up they should get the higher maneuvers.

Marcloure commented 4 years ago

I can do that, but probably only later today.

mlenser commented 4 years ago

Archer

  • 1 Stamina die: distant shot, volley
  • 2 Stamina dice: rain of arrows

Archer should have a lot more imo:

"Distant Shot", "Distract", "Impale", "Precision", "Ricochet", "Vault", "Volley", "Rain of Arrows", "Entangling Shot"

mlenser commented 4 years ago

Assassin

  • 1 Stamina die: ambush, feint, gag, precision, step of the wind
  • 2 Stamina dice: blind, staggering strike

Assassin should also have a lot more imo:

"Ambush", "Bloodletting Blade", "Cripple", "Disorient", "Distract", "Fan of Blades", "Feint", "Gag", "Grievous Wound", "Nimble Dodge", "Pierce Armor", "Positioning Strike", "Precision", "Blind", "Feigned Opening", "Misdirection", "Slashing Blades", "Slice Tendon"

mlenser commented 4 years ago

Added maneuvers to Aarakocra, Archer, Assassin, Bandit, Bandit Captain

Marcloure commented 4 years ago

About the ones that already have spells, such as the blackguard and warpriest, should I keep their selection or retheme them?

mlenser commented 4 years ago

I do a bit of both. Keep any spells you think match their flavor, but also pick a bunch of spells from themes in the new system that match their flavor. Drop any that don't.

mlenser commented 4 years ago

Added maneuvers to Berserker, Champion, Commoner, Cult Fanatic, Cultist, Gladiator, Guard, Knight, Martial Arts Adept, Master Thief, Noble, Scout, Spy, Swashbuckler, Thug, Tribal Warrior, Veteran, and Warlord