OOC:
WarDomo would like to build a Hideous Destroyer Who Siphons Power whose domain is Disease.
My task for the four of you is to work through this so that you're not in conflict. Explore the edges of your ideas to find something will work and still be fun to play. I think that's likely doable -- but it's good to hammer this out ahead of time to some degree.
I'll try and walk through creation -- this is my first go at GOTF so Remnant and WP are encouraged to spot my errors. :) WarDomo -- if there's something you need to do I'll make note with
green text.
Background Connection -- WarDomo, please roll 1d20 if you want a random background connection. Or let me know if you'd like to pick one from the list (there are 20) and I'll type 'em out in a note to you.
Note: the Destroyer is constructed primarily from the Explorer in the core system (if you have the CRB).
Stat Pools:
- Might: 10
- Speed: 9
- Intellect: 9
-- you have 6 additional points to divide among your stat Pools however you wish.OOC:
IIRC WarDomo is new to Cypher system. In the Cypher system your stat pools govern your ability to take damage (physical damage is frequently against 'Might' first, whereas Psionic/Mental damage is against your Intellect as an example). Each pool gets drained either due to damage type or in a specific order, and if they all hit 0 you're basically helpless.
You also use your stat pools for improving your chances of success in a roll. There's some useful tips on Numenera (which is the same core system as this) at this game
here (Eidolons of a Dying Heaven). Foolsmask was pretty solid at explaining how this works for a new player -- so worth perusing). There's also a
Questions thread that has a lot of questions -- some about game play, some about the particular campaign we were in. Not all of it applies, as Numenera is not the world we're in, but the mechanics are largely the same.
* All destroyers have the Stealth Skills ability
* Choose 3 Abilities in addition from this list: (I'll give a quick description - for any you choose I'll provide more detail)
- Block - you automatically block the next melee attack made against you within the next minute (takes an action to initiate)
- Danger Sense - you roll better initiative rolls.
- Decipher - if you spend some time examining some writing in a language you don't understand you might be able to get the gist of it with a roll.
- Extra Edge - you have a might edge of 1 and a speed edge of 1 (edge is used to reduce the cost of effort, or the cost of activating an ability)
- Fleet of Foot - if you succeed at a difficulty 2 speed roll, you can move a short distance and tak an action in the same round.
- Physical Skills - you are trained in a couple physical activity skills (there's a list). training in a skill reduces the difficulty of actions related to that skill (e.g. jumping, running, swimming).
- Practiced in Armor - you can use armor and reduce the penalties (armor typically incurs a speed penalty), this reduces it (but may not remove it on heavy armors)
- Practiced with All Weapons - you can use any weapons.
- Surging Confidence - when you use an action for your first recovery roll (it regenerates your stat pool) of the day, you get an immediate action.
- Trained Without Armor - basically, when you aren't wearing armor, you're better at speed-related defense actions.
- Erase Memories - detailed in my post above to kristofer
- Goad - improved speed defense rolls against a successfully attacked creature
- Overwatch - use a ranged weapon to make an attack that enters a specified (limited) area with some advantages
- Pierce - well-aimed penetrating attack, +1 damage
- Quick Draw - after using a thrown light weapon, you draw another weapon and make another thrown attack
- Spin Identity - basically you can convince people you are someone other than you are.
- Travel Skills - you are trained in two skills in which you are not already trained related to travel. Skills training helps lower the difficulty of rolls related to those skills.
OOC:
Feel free to ask clarifying questions, WarDomo.
Hideous - means you are physically repugnant by almost any human standard. To make up for this you've got sneaking/disguising bonuses. Specifically:
- Versatile: you get 4 additional points to divide among your stat Pools
- You are trained in intimidation and any other fear-based interactions (skill)
- You are trained in disguise and steal tasks
- The difficulty of all tasks relating to pleasant social interaction is increased by one step.
OOC:
(I'm not sure the initial link is valid for GOTF -- Thoughts from other players?)
Siphons Power
Hrm. In reviewing this there's a definite 'machine' component to this as well as the living energy side.
OOC:
Players who are more familiar/have access to the source material - any thoughts about how we could modify Drain Machine (tier 1) to accommodate GOTF? Since opting for a Focus tier power is an optional replacement from the standard list -- we could always skip it, but I kind of hate to do so...