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Old 07-06-2013, 07:22 AM   #1
Sunrunners_Fire
 
Join Date: Mar 2010
Default [Conversion] RIFT MMO Souls to GURPS, Work In Progress

Disclaimer 1: This has nothing to do with Palladium Game's tabletop roleplaying game titled Rifts.
Disclaimer 2: All point costs I post in this thread are being calculated according to Multiplicative Modifiers (GURPS Powers, pg 102), as that is what my games use. Expect the point costs to be noticeably higher if your games are using the standard additive modifiers.
Disclaimer 3: A number of these advantages, modifiers and modifier values are house-ruled. If you see a discrepancy between the rules-as-written and what I've typed out, please feel free to call it to my attention. Its' probably a house-rule, but it may also be an error on my part and I'd like to fix those. Thanks!

Per my younger sons' request ... I get to convert the Ascendant, Callings and Souls from Trion Game's MMORPG titled RIFT into GURPS terms and I figured I should share my work in order to receive feedback and in case it proves useful for anyone else. The first Calling I'm working on is the Rogue (as that is what they play in the MMO). In addition to the Ascendent resource "Planar Charges", Rogues possess a minimum of two Calling-specific resources, "Energy" and "Combo Points".

In any case, on to the meat of it:


  • Energy Reserve 3 ("Planar Charges") (Special Recharge, -70%) [3]
Every Calling has the ability to store planar energy within themselves. Such reserves are recharged upon successfully closing a rift or encountering a planar anomaly. These reserves are used to fuel a handful of Ascendent abilities that I'll worry about detailing later.


  • Energy Reserve 5 ("Combo Points") (Extended Duration (x10), +40%; Special Recharge, Bleeds Away, -80%) [5]
  • Regeneration (Extreme; 100% per Second) (ER Only, -0%; ER ("Combo Points") Only, -5%; Reduced Duration (1/60), -35%; Requires Trigger (Common, "Builder"), -10%) [75]
The Rogue Calling accumulates combo points with abilities that are flagged as "Builders". Each builder generates the number of combo points specified within that ability upon successfully injuring its' target. Most builders generate between one and three combo points per successful use. Combo points dissipate over time (one every 10 seconds) if they are not used. This normally isn't a problem as most Rogues use their "finishers", the potent abilities which consume combo points, as often as appropriate; but it does mean they don't start a fight with combo points available to them.


  • Energy Reserve 10 ("Energy") [30]
  • Regeneration (Very Fast; 10% per Second) (ER Only, -0%; ER ("Energy") Only, -5%; Useless Under Stress, (-60%; Half Power, *1/2) -30%) [65]
All Rogues possess energy. Energy recovers at the rate of one per second when the Rogue is relaxed, and at the rate of one every other second when the Rogue is stressed (such as by being in combat at the time).



Note: ER ("_foo") Only, -5%, is a Nuisance Effect. Having to buy the expensive Regeneration advantage once for each of the various Energy Reserve advantages is a nuisance. Heh.

Last edited by Sunrunners_Fire; 07-06-2013 at 04:17 PM.
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Old 07-06-2013, 07:56 AM   #2
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Nightblade

The first Soul being converted is the Nightblade. (Xavier's favorite rogue soul.)

It has 28 active abilities available to it in its' most developed form. I'm rolling the passive abilities into the active abilities directly for the sake of my sanity. Working through the list alphabetically ...

Rogue . Nightblade . Blazing Path:
  • "Blazing Path" [51]
    • Burning Attack 1 (Area Effect (64 yards radius), +300%; Aura, +80%; Damage Modifier (Incendiary), +10%; Link, +10%; Persistent, (+40%; Reduced Duration (1/3), -10%) +36%; Underwater, +20%; Wall (Permeable), +30%; Cooldown (10 seconds), -10%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach C), -30%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +2), *0.6) [4]
    • Warp (Extra Carrying Capacity (X-Hvy), +50%; Gyroscopic, +10%; Link, +10%; No Preparation Penalty, +40%; No Strain, +25%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Must Transverse Path, -20%; Powered by ER Only, -5%; Range Limit (100 yards), -40%; Requires Melee Weapon, -20%) [47]
  • Note 1: "No Preparation Penalty, +40%" is "Reliable 10, (+50%; Only to offset penalties from insufficient preparation, -20%) +40%".
    Note 2: "Requires Melee Weapon, -20%" is a house-rule. Its' essentially, "Gadget (~ DR 6, -10%; , ~ SM-5, -10%; Can Be Stolen (DX or ST Quick Contest) (Doesn't Work For Thief), -15%), (-35%; Transferable between specific gadgets with a Ready Maneuver, +50%) -17%" rounded to -20% for easy math and to account for gear variations.

    Note 3: "Costs Energy" is a house-ruled "Costs Fatigue" valued at -10% per.
"Blazing Path" is an optionally targetless attack. It costs 3 energy to activate. It teleports the user forward 100 yards, leaving a burning path 50-yards long, 1-yard wide and 3-yards tall. This inflicts (+2 bur inc per second) for six seconds to any target within the burning path. It has a 30 second cooldown between uses.



Rogue . Nightblade . Blazing Strike:
  • "Blazing Strike" [7]
    • Burning Attack 1 (Damage Modifier (Incendiary), +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Combo Points" (Variable; 5 levels; 1 per), -30%; Costs "Energy" 2, -20%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +10), *3) [7]
    • Note 1: "Weapon-Based Damage, +100%" is a house-ruled version of "Melee Attack (ST-Based), +100%" that substitutes the figured weapon damage for the strength damage.
"Blazing Strike" is a melee finisher. It costs 2 energy, consumes up to 5 combo points and inflicts (+2 bur inc per combo point; fire-aspected) plus weapon damage to the target.



Rogue . Nightblade . Conceal:
  • "Conceal" [31]
    • Obscure 10 (Defensive, +50%; Extended ("Detect", "Hearing", "Smell/Taste", "Touch", "Vision") +500%; Force Field, +20%; Stealthy, +100%; Cooldown (10 seconds), -10%; Costs "Energy" 1, -10%; Melee Attack (Reach C), -30%; Non-Combat Only, -20%; Powered by ER Only, -5%; Reduced Duration (1/2), -5%; Stressful, -5%; Temporary Disadvantage (Reduced Move 2), -10%) [31]
    • Note 1: "Non-Combat Only, -20%" means that they can't be fighting at the time, that it breaks upon being successfully attacked and that it breaks whenever the Nightblade makes an attack (successful or not).
      Note 2: "Stressful, -5%" is a Nuisance Effect. Using this ability is considered stressful for the purpose of energy regeneration.
"Conceal" is the Nightblade's stealth ability. At the cost of 1 energy, they become undetectable to all forms of detect, hearing, smell/taste, touch and vision. They may do this no more than once every 10 seconds, and must re-activate it every 30 seconds. Being sneaky is stressful!



Rogue . Nightblade . Dark Containment:
  • "Dark Containment" [4]
    • Affliction 1 (Extended Duration (x3), +20%; Fixed Duration, +0%; Cooldown (10 seconds), -10%; Incapacitation (Daze), +50%; Underwater, +20%; Cooldown (10 seconds), -10%; Costs "Energy" 1, -10%; Inaccurate 3, -15%; Powered by ER Only, -5%; Reduced Duration (1/30), -30%; Requires Melee Weapon, -20%) [4]
"Dark Containment" is a ranged incapacitate. It costs 1 energy, can be used no more than once every 30 seconds and has a fixed duration of 15 seconds.



Rogue . Nightblade . Dark Descent:
  • "Dark Descent" [9]
    • Energy Reserve 15 ("Combo Points") (Cooldown (10 seconds), -10%; Costs "Energy" 1, -10%; Reduced Duration (1/3), -10%; Special Recharge, -70%; Builder 15, +0) [9]
"Dark Descent" is an oddball. It is both a builder and an additional combo point reserve. Usable no more than once every 30 seconds, it adds 15 combo points and gives a place to hold them for the 15 second duration of the effect. Unused combo points vanish when the effect ends.



Rogue . Nightblade . Dark Malady:
  • "Dark Malady" [24]
    • Corrosion Attack 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, (+0; of 2, *1/2) +0; Partial Dice (Per Level) (+6), *1.8) [19]
    • Striking ST 2 (Link, +10%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Powered by ER Only, -5%; Reduced Duration (1/10), -20%; Requires Melee Weapon, -20%; Builder 2, (+0; of 2, *1/2) +0) [5]
"Dark Malady" is both a ranged builder and a self-buff. It costs 3 energy, inflicts (+6 cor) plus weapon damage to the target and provides +2 striking strength for 8 seconds after each activation. It generates 2 combo points.



Rogue . Nightblade . Death from the Shadows:
  • "Death from the Shadows" [32]
    • "Fiery Spike", Burning Attack 1 (Cyclic (1 second; 10 cycles), +900%; Damage Modifier (Incendiary), +10%; Link, +10%; Underwater, +20%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Inaccurate 3, -15%; Maximum Stacks (3 stacks), -5%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 3, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +1), *0.3) [7]
    • Corrosion Attack 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 3, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +8), *2.4) [25]
"Death from the Shadows" is a ranged builder. It inflicts two different damaging effects simultaneously: the first is a (+8 cor) added on top of the weapon's damage, the second is (+1 bur inc) applied cyclically every second for 10 seconds; the second effect can be applied three times. It costs 3 energy and generates 3 combo points.



Rogue . Nightblade . Dusk Strike:
  • "Dusk Strike" [9]
    • Corrosion Attack 1 (Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 1, +0; Partial Dice (Per Level; +5), *1.5) [9]
"Dusk Strike" is a melee builder. It costs 3 energy, does (+5 cor) on top of weapon damage and generates 1 combo point.

The original ability is supposed to apply a stacking self-buff that increases the damage done by Dusk Strike by 10% per stack while also increasing the cost by 15% per stack. This falls below GURPS granularity in practice and so I didn't model it. If anyone can think of a clean way to do so, I'm all ears!

Last edited by Sunrunners_Fire; 07-08-2013 at 05:24 AM.
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Old 07-06-2013, 04:59 PM   #3
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Nightblade

(Character Limit Reached; Continued ...)

Rogue . Nightblade . Dusk to Dawn:
  • "Dusk to Dawn" [28]
    • Corrosion Attack 1 (Cyclic (1 second interval; 4 cycles), (+300%; Weapon-Based Damage on First Cycle Only, -20%) +240%; Link, +10%; Weapon-Based Damage, +100%; Cooldown (10 seconds), -10%; Costs "Energy" 3, (-30%; of 3, *1/3) -10%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, (+0; of 3, *1/3) +0; Partial Dice (Per Level; +4), *1.2) [22]
    • Striking ST 2 (Link, +10%; Cooldown (10 seconds), -10%; Costs "Energy" 3, (-30%; of 3, *1/3) -10%; One Attack Only ("Blazing Strike"), -60%; Requires Melee Weapon, -20%; Builder 2, (+0; of 3, *1/3) +0) [3]
    • Striking ST 2 (Link, +10%; Cooldown (10 seconds), -10%; Costs "Energy" 3, (-30%; of 3, *1/3) -10%; One Attack Only ("Flame Thrust"), -60%; Requires Melee Weapon, -20%; Builder 2, (+0; of 3, *1/3) +0) [3]
"Dusk to Dawn" is a ranged builder. It costs 3 energy, inflicts (+4 cor; death-aspected) plus weapon damage, inflicts (+4 cor per cycle; 4 cycles; death-aspected) damage and generates 2 combo points. It also provides +2 striking strength for determining the damage of both "Blazing Strike" and "Flame Thrust"; this self-buff lasts for one minute. This ability has a 30 second cooldown.



Rogue . Nightblade . Ebon Blades:
  • "Ebon Blades" [6]
    • Corrosion Attack 1 (Follow-Up (Universal), +50%; Side Effect (Vulnerability; Common; x2), +130%; 8 or less, -30%; Partial Dice (Per Level; +1), *0.3) [6]
"Ebon Blades" is a self-buff effect. It costs no energy, generates no combo points and acts as a universal follow-up on the nightblade's weapon and unarmed attacks (not its' innate attacks!). If the successful attack roll was an 8 or less, Ebon Blades inflicts (+1 cor; death-aspected) damage on the victim as well as a vulnerability to further damage done by nightblade abilities if they fail their resistance check.



Rogue . Nightblade . Ebon Fury:
  • "Ebon Fury" [18]
    • "Dusk Strike" (Extended Duration (x3), +20%; Reduced "Energy" Cost 3, +60%; Cooldown (1 minute), -20%; Costs "Energy" 1, -10%; Reduced Duration (1/10), -20%) [9]
    • "Twilight Force" (Extended Duration (x3), +20%; Reduced "Energy" Cost 3, +60%; Cooldown (1 minute), -20%; Costs "Energy" 1, -10%; Reduced Duration (1/10), -20%) [9]
Now this one is obnoxious to properly model. It costs 1 energy, has a 2 minute cooldown, a 15 second duration and modifies both "Dusk Strike" and "Twilight Force" by removing their energy cost for the duration. I decided to model this as an enhancement on Corrosion Attack 1 and furiously handwaved its' application to those specific abilities.

I'm relatively sure I'm not underpaying for the effect ...



Rogue . Nightblade . Ebon Terror:
  • "Ebon Terror" [12]
    • Corrosion Attack 1 (Side Effect (Berserk; Always), (+75%; Reduced Duration (1/60), -35%) +48%; Side Effect (Paranoia; Always; Selective Effect), (+80%; Reduced Duration (1/60), -35%) +52%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, +0; Partial Dice (Per Level; +6), *1.8) [12]
"Ebon Terror" is a ranged attack that damages, confuses and builds combo points. It costs 3 energy, generates 2 combo points, inflicts (+6 cor; death-aspected) plus weapon damage and if the target fails its' resistance checks, the target is afflicted with Berserk and Paranoia.



Rogue . Nightblade . Fell Blades:
  • "Fell Blades" [4]
    • Corrosion Attack 1 (Follow-Up (Universal), +50%; 8 or less, -30%; Partial Dice (Per Level; +1), *0.3) [4]
Grr. This one is either going to be obscenely expensive for a rather small effect or its' merely going to be a corrosion damage proc. The original effect is, "Grants weapon ability attacks a 30% chance to deal an additional 184 Death damage, reduce healing received by 10% for 15s, and siphon the stolen healing to the Rogue." ... and there isn't a clean way to model that in GURPS.

Bah. Modeled as a damage proc along the lines of Ebon Blades. Suggestions welcome!



Rogue . Nightblade . Fiery Chains:
  • "Fiery Chains" [6]
    • Burning Attack 1 (Area Effect (8 yards), +150%; Damage Modifier (Incendiary), +10%; Underwater, +20%; Weapon-Based Damage, +100%; Cooldown (1 second), -5%; Costs "Energy" 3, -30%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 6, (+0; No more than 1 per target injured, *1) +0; Partial Dice (Per Level; +4), *1.2) [6]
"Fiery Chains" is a ranged area-effect builder. It costs 3 energy, builds 1 combo point per target injured (to a maximum of 6 combo points) and inflicts (+4 bur inc; fire-aspected) plus weapon damage on everything within 6 yards of the target. It has a 6 second cooldown between uses.



Rogue . Nightblade . Fiery Spike:
  • "Fiery Spike" [4]
    • Burning Attack 1 (Cyclic (1 second interval; 10 cycles), +900%; Damage Modifier (Incendiary), +10%; Underwater, +20%; Costs "Energy" 3, -30%; Inaccurate 3, -15%; Maximum Stacks (3 stacks), -5%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 1, +0; Partial Dice (Per Level; +1), *0.3) [4]
"Fiery Spike" is a ranged builder. It costs 3 energy, generates 1 combo point and inflicts a (+1 bur inc; fire-aspected) damage-over-time effect that lasts for 10 one-second cycles. The DOT stacks no more than three times.



Rogue . Nightblade . Flame Blitz:
  • "Flame Blitz" [21]
    • "Fiery Spike", Burning Attack 1 (Area Effect (8 yards), +150%; Cyclic (1 second interval; 10 cycles), +900%; Damage Modifier (Incendiary), +10%; Underwater, +20%; Costs "Combo Points" (Variable; 5 levels; 1 per), (-30%; of 2, *1/2), -15%; Costs "Energy" 2, (-20%; of 2, *1/2) -10%; Maximum Stacks (3 stacks), -5%; Melee Attack (Reach 1,2), -20%; Only if "Fiery Spike" is currently active on the target, -10%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +1), *0.3) [4]
    • Burning Attack 1 (Area Effect (8 yards), +150%; Damage Modifier (Incendiary), +10%; Link, +10%; Weapon-Based Damage, +100%; Costs "Combo Points" (Variable; 5 levels; 1 per), (-30%; of 2, *1/2) -15%; Costs "Energy" 2, (-20%; of 2, *1/2) -10%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +10), *3) [17]
"Flame Blitz" is an area-effect melee finisher. It costs 2 energy, consumes up to 5 combo points and does (+2 bur inc per combo point; fire-aspected) plus weapon damage to everything within 5 yards of the target. If the target is currently suffering from the "Fiery Spike" damage-over-time effect, "Fiery Spike" is applied to every target injured by Flame Blitz's damage.



Rogue . Nightblade . Flame Thrust:
  • "Flame Thrust" [7]
    • Burning Attack 1 (Damage Modifier (Incendiary), +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Combo Points" (Variable; 5 levels; 1 per), -30%; Costs "Energy" 2, -20%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +10), *3) [7]
"Flame Thrust" is a ranged finisher. It costs 2 energy, consumes up to 5 combo points and does (+2 bur inc per combo point; fire-aspected) plus weapon damage to the target.



Rogue . Nightblade . Hellfire Blades
  • "Hellfire Blades" [2]
    • Burning Attack 1 (Damage Modifier (Incendiary), +10%; Follow-Up (Universal), +50%; 8 or less, -30%; Partial Dice (Per Level; +1), *0.3) [2]
"Hellfire Blades" is a self-buff that adds (+1 bur inc; fire-aspected) as a universal follow-up to any weapon or unarmed attack (not innate attacks!) made if the primary attack successfully hit and the attack roll was an 8 or less. It costs no energy and consumes no combo points.

Last edited by Sunrunners_Fire; 07-07-2013 at 11:14 AM.
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Old 07-06-2013, 09:00 PM   #4
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Nightblade

(Character Limit Reached; Continued ...)

Rogue . Nightblade . Living Flame:
  • "Living Flame" [11]
    • "Fiery Spike", Burning Attack 1 (Area Effect (16 yards), +200%; Cyclic (1 second interval; 10 cycles), +900%; Damage Modifier (Incendiary), +10%; Link, +10%; Underwater, +20%; Cooldown (1 minute), -20%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach C), -30%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +1), *0.3) [4]
    • Burning Attack 1 (Area Effect (16 yards), +200%; Cyclic (1 second interval; 5 cycles), (+400%; Weapon-Based Damage on First Cycle Only, -20%) +320%; Damage Modifier (Incendiary), +10%; Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Cooldown (1 minute), -20%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach C), -30%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +3), *0.9) [7]
"Living Flame" is a point-blank area-effect. It costs 3 energy, generates no combo points and places a damage-over-time effect that does (+3 bur inc; fire-aspected) plus weapon damage to every target within 10 yards; every one-second interval after the first does (+3 bur inc; fire-aspected) for a total of five seconds. It also applies the "Fiery Spike" DOT on all affected targets. There is a 1 minute cooldown between uses.



Rogue . Nightblade . Lost Hope:
  • "Lost Hope" [6]
    • Affliction 1 (Doesn't Break Stealth, +50%; Extended Duration (x3), +20%; Fixed Duration, +0%; Incapacitation (Daze), +50%; No Signature, +20%; Underwater, +20%; Costs "Energy" 1, -10%; Inaccurate 3, -15%; Maximum Simultaneous Targets (1 Target), -5%; Non-Combat Only, -20%; Powered by ER Only, -5%; Reduced Duration (1/10), -20%; Unaware Target Only, -20%) [6]
"Lost Hope" is a ranged incapacitate. It costs 1 energy to use. An undetectable attack, if the target fails its' resistance check it is Daze'd for 45 seconds. Usage does not break "Conceal" or other stealth effects. A maximum of one target can be affected at any given time; applying this effect to a different target automatically breaks the effect on the previous target. Cannot be used on a target if it is aware of the user.



Rogue . Nightblade . Primal Strike:
  • "Primal Strike" [7]
    • Corrosion Attack 1 (Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 1, +0; Partial Dice (Per Level; +4), *1.2) [7]
"Primal Strike" is a melee builder. It costs 3 energy, generates 1 combo point and inflicts (+4 cor; death-aspected) plus weapon damage to the target.



Rogue . Nightblade . Scourge of Darkness:
  • "Scourge of Darkness" [8]
    • Corrosion Attack 1 (Follow-Up (Universal), +50%; Underwater, +20%; Cooldown (10 seconds), -10%; Costs "Combo Points" (Variable; 5 levels; 1 per), -30%; Costs "Energy" 2, -20%; Limited Use (Fast Reload; 10 charges), -5%; Powered by ER Only, -5%; Partial Dice (Per Level; +5), *1.5) [8]
"Scourge of Darkness" is a finisher. Its' also an oddball ability. It costs 2 energy, consumes up to 5 combo points and adds (+1 cor per combo point; death-aspected) to the next 10 weapon or unarmed attacks (not innate attacks!). There is a 30 second cooldown between uses.



Rogue . Nightblade . Smoldering Blades:
  • "Smouldering Blades" [16]
    • "Consume", Burning Attack 1 (Damage Modifier (Incendiary), +10%; Follow-Up (Universal), +50%; Underwater, +20%; 8 or less, -30%; Consumes 5 "Smouldering Blades" DOT Stacks, -5%; Only if 5 "Smouldering Blades" DOT Stacks active on target, -30%; Partial Dice (Per Level; +4), *1.2) [4]
    • "Place", Burning Attack 1 (Cyclic (1 second interval; 12 cycles), +1100%; Damage Modifier (Incendiary), +10%; Follow-Up (Universal), +50%; Underwater, +20%; 8 or less, -30%; Only if 4 (or less) "Smouldering Blades" DOT Stacks active on target, -10%; Partial Dice (Per Level; +1), *0.3) [12]
"Smouldering Blades" is a self-buff effect. A universal follow-up to any weapon or unarmed attack (not innate attacks!), it has two modes of operation:
) A successful attack that rolled 8 or less places a (+1 bur inc; fire-aspected) damage-over-time effect on the target. This DOT stacks up to 5 times and has a duration of 12 one-second intervals.
) A successful attack that rolled 8 or less on a target that already has 5 stacks of the above DOT instead consumes the stacks to do (+4 bur inc; fire-aspected) damage to the target.



Rogue . Nightblade . Smother:
  • "Smother" [15]
    • Corrosion Attack 1 (Side Effect (Mute), (+75%; Reduced Duration (1/60), -35%) +48%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Inaccurate 3, -15%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, +0; Partial Dice (Per Level; +6), *1.8) [15]
"Smother" is a ranged silence. It costs 3 energy, generates 2 combo points, inflicts (+6 cor; death-aspected) plus weapon damage on the target and if the target fails its' resistance check Mutes the target.



Rogue . Nightblade . Touch of Darkness:
  • "Touch of Darkness" [?]
    • "Ebon Terror" (Alternate)
    • "Dark Malady" (Alternate)
    • "Smother" (Alternate)
    • "Death from the Shadows" (Alternate)
"Touch of Darkness" enables alternate attacks to the above abilities, increasing damage per level by 5 and reducing their range to 5 yards. I'll build out the alternates later.



Rogue . Nightblade . Twilight Transcendence:
  • "Twilight Transcendence" [174]
    • Healing (Affects Self Only, +0%; Decreased Immunity 2, +100%; Link, +10%; No Die Roll Required, +100%; Reduced Fatigue Cost (All), +300%; Reliable 10, +50%; Afflictions Only, -40%; Cooldown (1 minute), -20%; Costs "Energy" 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 4), -20%) [40]
    • Healing (Affects Self Only, +0%; Decreased Immunity 2, +100%; Link, +10%; No Die Roll Required, +100%; Reduced Fatigue Cost (All), +300%; Reliable 10, +50%; Cooldown (1 minute), -20%; Costs "Energy" 1, (-10%; of 4, *1/4) -3%; Disease Only, -40%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 4), -20%) [40]
    • Healing (Affects Self Only, +0%; Cyclic (1 second interval; 4 cycles), +300%; Decreased Immunity 2, +100%; Link, +10%; No Die Roll Required, +100%; Reduced Fatigue Cost 4, +80%; Cooldown (1 minute), -20%; Costs "Energy" 1, (-10%; of 4, *1/4) -3%; Injuries Only, -20%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 4), -20%) [67]
    • Injury Tolerance (Damage Reduction (/2)) (Extended Duration (x3), +20%; Link, +10%; Cooldown (1 minute), -20%; Costs "Energy" 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Reduced Duration (1/30), -30%; Temporary Disadvantage (Reduced Striking ST 4), -20%) [27]
  • Note 1: "Reduced Fatigue Cost (All), +300%" is a house-rule. Its' functionally equivalent to "Reduced Fatigue Cost 15, +300%" and some furious handwaving.
    Note 2: "Decreased Immunity", as applied to Healing, is also a house-rule.
"Twilight Transcendence" is one of those abilities. You know, the ones that are stupidly expensive for the effects they provide but that there isn't an especially cheaper way to accurately model it's functions. Advice on reducing the cost without losing accuracy would be lovely!

It costs 1 energy, has a 2 minute cooldown, a 4 second duration and does some freaky things: It removes all affliction(-like)s, it removes all diseases, it reduces incoming injury by half and it applies a heal-over-time for (+8 HP) every one-second interval over 4 cycles. It also reduces Striking ST by 4.

Last edited by Sunrunners_Fire; 07-07-2013 at 11:22 AM.
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Old 07-07-2013, 08:35 AM   #5
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Nightblade

(Character Limit Reached; Continued ...)

Rogue . Nightblade . Weapon Flare:
  • "Weapon Flare" [5]
    • Burning Attack 1 (Area Effect (8 yards), +150%; Damage Modifier (Incendiary), +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 1, +0; Partial Dice (Per Level; +3), *0.9) [5]
"Weapon Flare" is an area-effect melee builder. It costs 3 energy, generates 1 combo point and inflicts (+3 bur inc; fire-aspected) plus weapon damage to everything within 8 yards of the target.



And one passive ability that can't be rolled into an active ability:

Rogue . Nightblade . Fire and Death Attunement:
  • "Fire and Death Attunement" [42]
    • Damage Resistance 6 (Force Field, +20%; Malediction-Proof, +50%; Limited Defense (Occasional; "Fire-Aspected"), -60%) [21]
    • Damage Resistance 6 (Force Field, +20%; Malediction-Proof, +50%; Limited Defense (Occasional; "Death-Aspected"), -60%) [21]
"Fire and Death Attunement" proves DR 6 vs fire-aspected and death-aspected damage. This DR is malediction-proof, stacks with everything and protects both the user and the user's equipment.

Last edited by Sunrunners_Fire; 07-07-2013 at 11:24 AM.
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Old 07-07-2013, 10:35 AM   #6
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Calling: Rogue, Soul: Nightblade

Quote:
Originally Posted by Sunrunners_Fire View Post
Rogue . Nightblade . Touch of Darkness:
  • "Touch of Darkness" [?]
    • "Ebon Terror" (Alternate)
    • "Dark Malady" (Alternate)
    • "Smother" (Alternate)
    • "Death from the Shadows" (Alternate)
"Touch of Darkness" enables alternate attacks to the above abilities, increasing damage per level by 5 and reducing their range to 5 yards. I'll build out the alternates later.
Later has arrived.
  • "Touch of Darkness" [120]
      • "Touch of Darkness" ("Ebon Terror") [24]
        • Corrosion Attack 1 (Side Effect (Berserk; Always), (+75%; Reduced Duration (1/60), -35%) +48%; Side Effect (Paranoia; Always; Selective Effect), (+80%; Reduced Duration (1/60), -35%) +52%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 3, +0; Partial Dice (Per Level; +10) *3) [24]

      "Ebon Terror", as modified by "Touch of Darkness", is a melee builder that afflicts Berserk and Paranoia on the target if it fails its' resistance checks. It costs 3 energy, generates 3 combo points and inflicts (+10 cor) plus weapon damage.
      • "Touch of Darkness" ("Dark Malady") [33]
        • Corrosion Attack 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +10), *3) [28]
        • Striking ST 2 (Link, +10%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Powered by ER Only, -5%; Reduced Duration (1/10), -20%; Requires Melee Weapon, -20%; Builder 2, (+0; of 2, *1/2) +0) [5]

      "Dark Malady", as modified by "Touch of Darkness", is a melee builder that costs 3 energy, generates 2 combo points and inflicts (+10 cor) plus weapon damage on the target. It also buffs Striking ST by 2 for 8 seconds.
      • "Touch of Darkness" ("Smother") [21]
        • Corrosion Attack 1 (Side Effect (Mute), (+75%; Reduced Duration (1/60), -35%) +48%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, -30%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 2, +0; Partial Dice (Per Level: +10), *3) [21]

      "Smother", as modified by "Touch of Darkness", is a melee builder that afflicts Mute on the target if it fails its' resistance check. It costs 3 energy, generates 2 combo points and does (+10 cor) plus weapon damage.
      • "Touch of Darkness" ("Death from the Shadows") [42]
        • "Fiery Spike", Burning Attack 1 (Cyclic (1 second interval; 10 cycles), +900%; Damage Modifier (Incendiary), +10%; Link, +10%; Underwater, +20%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Maximum Stacks (3 stacks), -5%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 3, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +1), *0.3) [6]
        • Corrosion Attack 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs "Energy" 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 3, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +13), *3.9) [36]

      "Death from the Shadows", as modified by "Touch of Darkness", is a melee builder that costs 3 energy, generates 3 combo points and inflicts (+13 cor) plus weapon damage to the target. It also applies the "Fiery Spike" damage-over-time effect.
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Old 07-07-2013, 10:37 AM   #7
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Calling: Rogue, Soul: Nightblade

- - - - - - - - - -

Summary of Nightblade Abilities:
  • "Blazing Path" [51]
  • "Blazing Strike" [7]
  • "Conceal" [31]
  • "Dark Containment" [4]
  • "Dark Descent" [9]
  • "Dark Malady" [24]
  • "Death from the Shadows" [32]
  • "Dusk Strike" [9]
  • "Dusk to Dawn" [28]
  • "Ebon Blades" [6]
  • "Ebon Fury" [18]
  • "Ebon Terror" [12]
  • "Fell Blades" [4]
  • "Fiery Chains" [6]
  • "Fiery Spike" [4]
  • "Fire and Death Attunement" [42]
  • "Flame Blitz" [21]
  • "Flame Thrust" [7]
  • "Hellfire Blades" [2]
  • "Living Flame" [11]
  • "Lost Hope" [6]
  • "Primal Strike" [7]
  • "Scourge of Darkness" [8]
  • "Smother" [15]
  • "Smouldering Blades" [16]
  • "Touch of Darkness" [120]
  • "Twilight Transcendence" [174]
  • "Weapon Flare" [5]
... sub-total to purchase all listed abilities: [679].

Fire and death, melee-preferred but ranged-capable, self-buffing, targeted debuffs, crowd control, stealth, a god-mode self-heal of limited duration and a damaging teleport. Both single-target and area-target effects.

I think Xavier will like it. Heh.

- - - - - - - - - -

Any preferences as to which rogue soul to convert next?

Rogue Souls:
  • Assassin
  • Bard
  • Bladedancer
  • Marksman
  • Nightblade: Done!
  • Ranger
  • Riftstalker
  • Saboteur
  • Tactician

If no one has a preference, I'll start the Riftstalker later this evening.

Last edited by Sunrunners_Fire; 07-08-2013 at 05:42 AM.
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Old 07-08-2013, 06:28 AM   #8
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Calling: Rogue, Soul: Nightblade

Quote:
Originally Posted by Sunrunners_Fire View Post
If no one has a preference, I'll start the Riftstalker later this evening.
Riftstalker it is!

Riftstalkers are MMO-style avoidance tanks, can shift between a stalker (damage-focused) and a guardian phase (defense-focused) and warp themselves/others all over the place. They have 30 active abilities and a number of passive abilities that don't easily roll into the active abilities. This one is going to be fun ...
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Old 07-08-2013, 07:21 AM   #9
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Riftstalker

Rogue . Riftstalker . Constant Deviation:
  • "Constant Deviation" [9]
    • Striking ST 3 (Switchable, +10%; Temporary Disadvantage (Vulnerability; Omni; x2) -50%) [9]
"Constant Deviation" is a toggled self-buff ability that includes a worrisome self-debuff. Upon activation, it increases the user's Striking ST by 3 and doubles all penetrating damage suffered by the user.



Rogue . Riftstalker . Defer Death:
  • "Defer Death" [54]
    • Damage Resistance 30 (Force Field, +20%; Time-Spanning (Past), +50%; Cooldown (1 minute), -20%; Costs Energy 1, -10%; Powered by ER Only, -5%; Reduced Duration (1/2), (-5%; "Defer Death", -20%) -4%; Reduced Duration (1/3), (-10%; Damage Resistance, -20%) -8%; Requires Trigger (Death Check), (-40%; Damage Resistance, -20%) -32%) [54]
"Defer Death" is an oddball ability. It is a self-buff that costs 1 energy, has a duration of 30 seconds and a cooldown of 2 minutes. It doesn't do anything, anything at all, until the user is called upon to make a death check at which point it retroactively applies DR 30 to the attack whose injury forced the death check and continues to apply DR 30 to any further attacks for 15 seconds.



Rogue . Riftstalker . Flashback:
  • "Flashback" [142]
    • Healing (Affects Self Only, +0%; Decreased Immunity 2, +100%; Link, +10%; No Die Roll Required, +100%; Reduced Fatigue Cost (All), +300%; Reliable 10, +50%; Afflictions Only, -40%; Cooldown (10 seconds), -10%; Costs Energy 1, (-10%; of 2, *1/2) -5%; Powered by ER Only, -5%) [80]
    • Warp (Extra-Carrying Capacity (Extra Heavy), +50%; Gyroscopic, +10%; Link, +10%; No Die Roll Required, +100%; No Preparation Penalties, +40%; Anchored (specific effect / can move effect), -60%; Blind Only, -50%; Cooldown (10 seconds), -10%; Costs Energy 1, (-10%; of 2, *1/2) -5%; Powered by ER Only, -5%; Range Limit (500 yards), -35%) [62]
"Flashback" is a defensive teleport that cleanses all affliction(-like) effects from the user while warping them to the location marked by their "Memory Capture" ability so long as it is within 500 yards of their present location. It costs 1 energy and has a 45 second cooldown between uses.



Rogue . Riftstalker . Guarded Steel:
  • "Guarded Steel" [14]
    • Crushing Attack 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Costs Combo Points (Variable; 5 levels; 1 per), (-30%; of 2, *1/2) -15%; Costs Energy 2, (-20%; of 2, *1/2) -10%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Partial Dice (Per Level; +10), *3) [11]
    • Damage Resistance 1 (Force Field, +20%; Link, +20%; Costs Combo Points (Variable; 5 levels; 1 per), (-30%; of 2, *1/2) -15%; Costs Energy 2, (-20%; of 2, *1/2) -10%; Powered by ER only, -5%; Reduced Duration (1/2), -5%; Requires Melee Weapon, -20%) [3]
"Guarded Steel" is a self-buffing melee finisher. It costs 2 energy, consumes up to 5 combo points and inflicts (+2 cr per combo point; physical) plus weapon damage to the target. It also increases the user's Damage Resistance by 1 for 30 seconds after use.



Rogue . Riftstalker . Guardian Phase:
  • "Guardian Phase" [71]
    • Damage Resistance 10 (Force Field, +20%; Link, +10%; Costs Energy 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 3), -15%) [51]
    • Extra Arm 1 (Extra-Flexible, +50%; Force Extension, +50%; Link, +10%; Costs Energy 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Shield Mount, -80%; Temporary Disadvantage (Reduced Striking ST 3), -15%) [5]
    • Extra HP 1 (Link, +10%; Costs Energy 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 3), -15%) [2]
    • Resistant (Omni; +3) (Link, +10%; Costs Energy 1, (-10%; of 4, *1/4) -3%; Powered by ER Only, -5%; Temporary Disadvantage (Reduced Striking ST 3), -15%) [13]
The "Guardian Phase" is a self-buff costing 1 energy and a duration of 1 minute. It increases the users DR by 10, allows the user to block as if equipped with an indestructible shield (regardless of whether the user is equipped with a shield or even if the user's hands are busy doing other things!), increases the user's HP by 1 and provides a +3 bonus to any/every resistance check the user may make. It also reduces the user's Striking ST by 3.

Last edited by Sunrunners_Fire; 07-09-2013 at 04:57 AM.
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Old 07-09-2013, 03:25 AM   #10
Sunrunners_Fire
 
Join Date: Mar 2010
Default Calling: Rogue, Soul: Riftstalker

Rogue . Riftstalker . Instigate:
  • "Instigate" [7]
    • Affliction 1 (Disadvantage (Berserk; Always; Selective Effect), +30%; Fixed Duration, +0%; Increased Range (Line of Sight), +40%; Underwater, +20%; Cooldown (1 second), -5%; Costs Energy 1, -10%; Inaccurate 3, -15%; Reduced Duration (1/60), -35%) [7]
"Instigate" is a ranged taunt. It costs 1 energy, has a duration of 3 seconds, a cooldown of 8 seconds and a line-of-sight range. It afflicts berserk on the target if it fails its' resistance check, with the user being the only valid target.



Rogue . Riftstalker . Memory Capture:
  • "Memory Capture" [4]
    • Photographic Memory (Extended Duration (x10), +40%; Costs Energy 1, -10%; Powered by ER Only, -5%; Warp Anchor Only, -60%) [4]
"Memory Capture" places the warp anchor effect used by certain Riftstalker abilities. It costs 1 energy and has a duration of 5 minutes.



Rogue . Riftstalker . Phantom Blow:
  • "Phantom Blow" [10]
    • Crushing Blow 1 (Link, +10%; Underwater, +20%; Weapon-Based Damage, +100%; Cooldown (10 seconds), -10%; Costs Energy 3, (-30%; of 2, *1/2) -15%; Melee Attack (Reach 1,2), -20%; Powered by ER Only, -5%; Requires Melee Weapon, -20%; Builder 1, (+0; of 2, *1/2) +0; Partial Dice (Per Level; +6), *1.8) [7]
    • Damage Resistance 1 (Force Field, +20%; Link, +10%; Cooldown (10 seconds), -10%; Costs Energy 3, (-30%; of 2, *1/2) -15%; Powered by ER Only, -5%; Reduced Duration (1/3), -10%; Requires Melee Weapon, -20%; Builder 1, (+0; of 2, *1/2) +0) [3]
"Phantom Blow" is a self-buffing melee builder. It costs 3 energy, generates 1 combo point and inflicts (+6 cr; physical) plus weapon damage on the target. It also increases the user's DR by 1 for a duration of 20 seconds. It has a 10 second cooldown between uses.



Rogue . Riftstalker . Physical Wellness:
  • "Physical Wellness" [26]
    • Affliction 1 (Advantage (Extra Hit Points 32), +640%; Area Effect (64 yards), +300%; Aura, +80%; Fixed Duration, +0%; Malediction (-1/yard), +100%; Selective Effect, +20%; Underwater, +20%; Cooldown (1 minute), -20%; Costs Energy 1, -10%; Melee Attack (Reach C), -30%; Powered by ER Only, -5%; Reduced Duration (1/6), -15%; Beneficial Affliction, +0) [26]
"Physical Wellness" is a powerful group buff. It costs 1 energy, has a duration of 20 seconds and a cooldown of 90 seconds. It is a beneficial affliction that affects everyone the user wishes to affect who is within 40 yards of the user at moment of activation; it increases their Hit Points by 32.

It does affect the user.



Rogue . Riftstalker . Planar Attraction:
  • "Planar Attraction" [16]
    • Affliction 1 (Advantage (modified Warp), +400%; Area Effect (8 yards), +150%; Aura, +80%; Disadvantage (Berserk; Always; Selective Effect), +30%; Fixed Duration, +0%; Underwater, +20%; Cooldown (1 minute), -20%; Costs 1 Energy, -10%; Melee Attack (Reach C), -30%; Powered by ER Only, -5%; Reduced Duration (1/60), -35%) [16]
      • (modified Warp) (Extra Carrying Capacity (Extra-Heavy), +50%; Reliable 10, +50%; Anchored (specific item / can move item), -60%; Blind Only, -50%) [40]
"Planar Attraction" is an area-effect pull and taunt. It costs 1 energy, has a duration of 3 seconds and a cooldown of 1 minute. It warps all enemies within 5 yards of the user from their location at the moment of activation who fail their resistance checks to the spot 1 yard in front of the user; within easy melee reach but not within close combat. It also afflicts berserk on those who fail their resistance checks, with the user being the only valid target.

Last edited by Sunrunners_Fire; 07-09-2013 at 04:55 AM.
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