gerbilOFdoom Posted February 21, 2014 Posted February 21, 2014 This whole idea is probably best used in a team-based environment. Please excuse the poor formatting, I'm lazy. Combat:Saber blocking - limit by projectiles per reaction/movement time so that some projectiles get throughArm fatigue - absorbing the shock of projectiles causes fatigue to the arms, gradually slowing block rate/fire accuracy. Based on projectile damageLeg fatigue - reduces movespeedBreathing - Breathing causes fatigue regeneration and prevents health attrition. As fatigue increases, breathing becomes heavier increasing screen shake. A lack of breathing lowers heath once fatigue reaches 0. Force powers:Force jump lvl 1 provides a small boost in height, lvl 2 allows single-direction any-duration-while-force-remains jump, lvl 3 allows a small degree of turning, lvl 4 allows near-perfect redirection in airForce push Lvl 1 creates a small projectile that causes minor knockback, lvl 2 can be charged to cause knockdown, lvl 3 has no projectile, hits targets in small cone instantly, lvl 4 hits targets in circle around casterForce pull Lvl 1 causes a small knockforward to single target, lvl 2 disarms target and causes knockdown when fatigue is less than 10 to single target, lvl 3 does the same to a small cone of targets when fatigue is less than 30, lvl 4 does the same to a small cone of targets when fatigue is less than 50Force sense becomes force dodge. 4 ranks - each rank reduces maximum force power by 25. Each rank increases guaranteed dodge-per-life by one and further dodge chance by 25% Heal lvl 1 converts FP into HP at a 3:1 ratio, lvl 2 converts FP into HP at a 2:1 ratio, lvl 3 converts FP into HP at a 1:1 ratio, lvl 4 converts FP into HP at a 1:2 ratioAbsorb is toggleable, Lvl 1 negates incoming damage at cost of 4FP(self):1FP(used by sender), Lvl 2 3:1 ratio, lvl 3 2:1 ratio, Lvl 4 1:1 ratioProtect is toggleable, increases fatigue at a ratio of 4-rankMind trick creates phantom images of the caster. Each image will independently attack the target and is destroyed upon a single hit. Being hit by a phantom increases breathing rate (fear) for a short duration. Grip disrupts breathing, lvl 2 raises up and causes knockdown on drop, lvl 3 allows movement, lvl 4 causes direct health damage (ie force crush)Lightning causes short burst with .5s stun unless blocked, lvl 2 causes sustained lightning which rapidly drains fatigue/absorbshield. lvl 3 causes arc lightning lvl 4 allows 2 handed lightning charge (force points into massive damage burst) (rapid fatigue drain while charging, burst causes 2xforce point damage)Drain transfers fatigue from the target to self at cost of FP. Transfer is a 1(-SelfFP):1(+1SelfFatigue):1(-1TargetFatigue) ratio. Lvl 1 is touch/grab only (chain with force pull?), lvl 2 is single target distance, lvl 3 is multi target distance, lvl 4 drains health as wellRage converts HP into fatigue/force power. Converts HP at a Rank-per-HP ratio. Allows overcharged fatigue/forceEnergize converts FP/Fatigue into force beam. Target gains health at a ratio of Rank-per-FP/Fatigue. Force drains first, fatigue last. Could allow a dark side team to buff up a single berserker, for example. Character creation:Fatigue/Force linked, reduce one to increase the other.Train weapon knowledge (saber forms or how to handle a weapon)Add equipment (Usable items) Projectiles vs saber balanceDL-44: Basically useless except for a high-powered fatiguing blast for cheap E-11: Useful by groups against single target via alt-fireTenloss: Unblockable, must be dodged at the expense of forceBowcaster: Heavy bolts cause high fatigue per shotRepeater: Rapid bolts fatigue steadily and have higher chance of breaking throughDemp2: Momentarily overloads saber causing the blade or shield to turn off for 1/4 second, whichever the projectile hits. Alt fire disables both when charged.Flechette: Spread of 5 shots per fire - highly likely to bypass saber block with at least 1Rocket: Must be force-pushed away or destroyed by a direct saber strikeConcussion Rifle: Unblockable, primary pushed or secondary dodged Bek likes this
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