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Netheril
post Nov 27 2018, 09:23 AM
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Will use this thread for non standards, and other bits and pieces as we get closer.

But for now, just a request that anyone who has specific temporal abilities get in touch and let me know the details. To be clear, not so they can be worked around, but worked in! tongue.gif

Immune to temporal not important, it's more stuff that allows you to interact with temporal powers. Including divinations about the future, etc.

Also a good idea for anyone with wanderers hunch to drop me a PM, for a small pre-dungeon bit of info. Failing that be sure to let your section ref on the day know.

Also happy to field any questions here, or by PM.

Cheers,

Sean
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Netheril
post Nov 29 2018, 10:04 AM
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TLDR: A lot of this irrelevant to most/all. Might just be worth scrolling down to the non standards. The lows will be entirely the standard system, unless caught in the wrong area/fight! Some of this stuff might make it onto the mids. The highs should read more thoroughly. tongue.gif

To be clear all the below is subject to the rule, defence always wins. So if you have a "my stuff always works" type ability, then no need to check, it works. Make sure you have it with you on the day though! tongue.gif

AREA WIDE ATTACKS FOR STEPPING FOOT IN SHADOWHOLME'S INNER CITADEL (very few need to read)

If any of these effects would be beneficial to you, they do not occur.
All of these effects are considered to be attacks that come directly from an undead source if it matters.
For step taken, read per 1’ moved by any means.
Greater shadowplate every step taken. If already suffering a greater shadowplate, every step taken reduces AC by another point, stacking.
Mantic major ward breach every step taken. Mantic dispel on the lowest level glyph/miracle active with every step taken. If none, dispels essence if possible, at 20th level of effect. This effect is powered by a ritual, bound with the combined power of a lvl 8 disenchanter, a lvl 8 archmage / elemental lord of twilight, and a bound avatar of a god, so is a divine ritual from all 3 such sources.
Lose power from ALL power pools to the equivalent of an hours worth of meditation (unmodified) for every 5 minutes spent in the citadel. First loss occurs on entry. The interior of shadowholme is in perpetual s/n darkness and mists. A mass blindness effect occurs every 5 minutes throughout the area.
Walls, floors and ceilings cannot be entered by any means, as per portal guardian/final stand type effects.
Any non faithful resisting a dying effect spend 15 minutes unconscious.
Mantic diminish spirit (onyx, bronze, black, ivory) every step taken.
Perm phase trap and blinkered eye for non faithful in the area
All non faithful require draconic/divine guidance.
Temporal form, the interior of the citadel can shift and change as it desires. It is a sentient, undead construct. So if someone shifts, they move the distance expected but can find themselves back in the same room they left, or back at the entrance.

ANY PC THAT IS SWORN TO AVIATHAR, OR ANY FULL UNDEAD, IF YOU INTEND TO ENTER THE INNER CITADEL PLEASE IGNORE THE ABOVE AND TALK TO ME FIRST FOR THE EFFECTS OF DOING SO


AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (whilst unprotected) (mainly the highs if anyone, hopefully!)

If any of these effects would be beneficial to you, they do not occur. You suffer none of these disbenefits if sworn to Aviathar, or you are full undead.
Immune to acid or die (all powerbase) if spend more than 10 seconds in the fog. Note this isn't immune to green mana, its a separate immunity. If don’t die take an acid greater shock (green mana) to every location, and again every 5 mins thereafter. TOD destiny maker 3 levels on entry and every 5 minutes thereafter (black/onyx/ivory/green/evil). Neuronic destruction on entry and every 5 minutes thereafter. Greater shadowplate on entry and every 5 minutes thereafter. Treares harm on entry and every 5 minutes (black/onyx/ivory/green/evil). EP final harm (120/40 to each crit) on entry and every 5 minutes. All damage within the fog gains the added effect of greater festering wounds. No longer considered to be on Primus within the fog. Considered to be within a mists throughout the area. Perm slippery grip throughout the area. All potions and perishables are fouled and turn poisonous. Anyone dying is immediately raised as an undead and controlled infinite levels to defend Shadowholme (see ref for stats). All living are at -1 level of resistance (immune to life and death applies). All undead are immune to dismissal/destruction within the fog. All non faithful require draconic/divine guidance. Rapid degeneration perm within the area, dispel negates for one minute (note no AC applies).

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (once staff of life and death planted but not within 40’)

Greater acid shock (green mana) to every location 1 per 5 minutes. TOD 2 destiny makers (evil spirit only) every 5 minutes. Neuronic bolt 1 per 5 minutes. Shadowplate on entry and every 5 minutes. Cause critical (spiritual) on entry and every 5 minutes. EP greater harm on entry and every 5 minutes, imm call loc shot means can choose the loc otherwise worst. All damage within the fog gains the added effect of greater festering wounds. No longer considered to be on Primus. Considered to be within a mists throughout the area. Perm slippery grip throughout the area. All potions and perishables are fouled and turn poisonous. Anyone dying is immediately raised as an undead and controlled infinite levels to defend Shadowholme (see ref for stats). All living are at -1 level of resistance (immune to life and death applies). All undead are immune to dismissal/destruction within the fog. All non faithful require draconic/divine guidance. Rapid degeneration perm within the area, dispel negates for one minute (note no AC applies).

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (whilst within 40’ of staff)

Acid shock (only green mana) to a crit location of your choice on entry and every 5 minutes. Spiritual cause serious to a crit of your choice on entry and every 5 minutes. EP harm to a crit of your choice on entry and every 5 minutes. Can choose any loc if immune to call loc shots. No longer considered to be on Primus. Considered to be within a lesser mists throughout the area, visibility reduced to 20’. Anyone dying is raised as an undead and controlled infinite levels to defend Shadowholme after 5 minutes (see ref for stats). All living are at -1 level of resistance (immune to life and death applies). All undead are immune to dismissal/destruction UNLESS within 10’ of the staff.

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (after drinking Pickle’s battlebrew)

You feel a little tipsy.

NON STANDARDS

Festering damage, will always be black mana/evil spirit damage. Any damage to that location must be entirely healed in one go. Healing doesn’t include regen. Otherwise any healing used to that location will result in immediately thereafter taking double the amount healed in evil spiritual/black mana damage as the taint within the wounds fights back. This damage is not causing, just black mana/evil spirit damage from a ritual source. This effect lasts for 5 minutes from when you last took any festering damage.

Greater festering damage will always be black/onyx/bronze/green mana/evil spirit damage. Any damage to that location must be entirely healed in one go. Does work against regen. Otherwise any healing used to that location will result in immediately thereafter taking triple the amount healed in damage as the taint within the wounds fights back. This damage is not causing, just damage from a ritual source. This effect lasts for 15 minutes from when you last took any festering damage.

Soul lance will effect anyone who is not of the faithful, or fully undead. So does work on evil alignments. Greater soul lance does 60% of base tblp. Supreme soul lance does 100% of base tblp. Aviathar’s final word does 200% of base tblp.

Greater force majeure: This reduces your max ac versus melee blows by 12. Note it's max ac not ac, so unless you are imm to force majeure your max ac drops by 12.

Mortal blow: Unless you have justice of the kings, you take infinite damage. If the limb would be removed before you take enough damage to be killed, then that's what happens.
This is slayers damage, so the most effective power base and combination of powers to harm you (except neuronic). Obviously with justice, it's 30 pts.

Life blast: Unless immune to all life/death effects, you take the same damage to every other loc as a blast effect as to the location actually struck. Immune to blast effects applies also. So if you took 4 pts from a quad, you also take 4 pts (6 * dmg taken in tblp) to every other loc. Called as life blast. Is from a jade/green mana and goodly spirits source.

Foul death touch, inflicts your maximum tblp in damage to the location touched. Immune to foul touch grants total immunity. Otherwise only percentile and fractional damage reductions apply. Black mana, evil spirit source.

Blood drain, 18 pt physical flesh and blood touch effect, innate pac only applies (plus dmg resistances ofc)

Destiny maker 3 levels is suspend life regardless unless immune to destiny maker

Eternal silence: Immune to silence or die, grey mana/neutral spirit source.

Godslayer damage: If you are divine, this is a non standard colour from a non primal source (a kind of pinky purple if you must know tongue.gif ), and neutral and goodly spirit. After all other calculations, the damage inflicted is tripled if you are divine. It is deemed to be from whatever source (not powerbase) that is necessary to kill you. It is permanent and greater festering (same powerbases as the base dmg) in the unlikely event that matters. It includes a life blast (as above). If called on an effect or spell, ie godslayer disruption it means you take 6 of them as though chain cast if you are divine. Against any non divine it is just normal slayers damage (magic and spirit only) with a life blast and greater festering on top.
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Netheril
post Nov 29 2018, 10:26 AM
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So had a ref meeting last night. None of us are into masses of pts app checking and checking cards.

But this is a themeday with a lot of players, and important things are fair. So the following rules will apply and be enforced.

Have 2 battleboards with you. Make sure every immunity you have is on your battleboard, or an attached sheet. If not there, you don't have that immunity. And refs might ask to see card to check that certain immunities are signed on. TBH we probably wont but you never know! tongue.gif

Cheers,

Sean
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Netheril
post Dec 12 2018, 07:58 PM
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Ok, so couple of additions, plus putting them in their own section so easier to reference, the current non standards. A lot obviously for the highs but good for all to know...

NON STANDARDS

Festering damage, will always be black mana/evil spirit damage. Any damage to that location must be entirely healed in one go. Healing doesn’t include regen. Otherwise any healing used to that location will result in immediately thereafter taking double the amount healed in evil spiritual/black mana damage as the taint within the wounds fights back. This damage is not causing, just black mana/evil spirit damage from a ritual source. This effect lasts for 5 minutes from when you last took any festering damage.

Greater festering damage will always be black/onyx/bronze/green mana/evil spirit damage. Any damage to that location must be entirely healed in one go. Does work against regen. Otherwise any healing used to that location will result in immediately thereafter taking triple the amount healed in damage as the taint within the wounds fights back. This damage is not causing, just damage from a ritual source. This effect lasts for 15 minutes from when you last took any festering damage.

Soul lance will effect anyone who is not of the faithful, or fully undead. So does work on evil alignments. Greater soul lance does 60% of base tblp. Supreme soul lance does 100% of base tblp. Aviathar’s final word does 200% of base tblp. All are unholy.

Greater force majeure: This reduces your max ac versus melee blows by 12. Note it's max ac not ac, so unless you are imm to force majeure your max ac drops by 12.

Mortal blow: Unless you have justice of the kings, you take infinite damage. If the limb would be removed before you take enough damage to be killed, then that's what happens.
This is slayers damage, so the most effective power base and combination of powers to harm you (except neuronic). Obviously with justice, it's 30 pts.

Life blast: Unless immune to all life/death effects, you take the same damage to every other loc as a blast effect as to the location actually struck. Immune to blast effects applies also. So if you took 4 pts from a quad, you also take 4 pts (6 * dmg taken in tblp) to every other loc. Called as life blast. Is from a jade/green mana and goodly spirits source.

Foul death touch, inflicts your maximum tblp in damage to the location touched. Immune to foul touch grants total immunity. Otherwise only percentile and fractional damage reductions apply. Black mana, evil spirit source.

Blood drain, 18 pt physical flesh and blood touch effect, innate pac only applies (plus dmg resistances ofc)

Destiny maker 3 levels is suspend life regardless unless immune to destiny maker

Eternal silence: Immune to silence or die, grey mana/neutral spirit source.

Godslayer damage: If you are divine, this is a non standard colour from a non primal source (a kind of pinky purple if you must know ), and neutral and goodly spirit. After all other calculations, the damage inflicted is tripled if you are divine. It is deemed to be from whatever source (not powerbase) that is necessary to kill you. It is permanent and greater festering (same powerbases as the base dmg) in the unlikely event that matters. It includes a life blast (as above). If called on an effect or spell, ie godslayer disruption it means you take 6 of them as though chain cast if you are divine. Against any non divine it is just normal slayers damage (magic and spirit only) with a life blast and greater festering on top.

Unholy damage will always be black, onyx, ivory and evil spirit.

deathwind flurry, phys mantic sever head all within 10', lightning reactions to avoid

“I deny thee knowledge” acts as a deny power upon anyone performing any powerbase divination

If someone is holding a red glow stick, you cannot attack them in any way. Immunity to emotion attacks grants immunity. You may choose to not apply your immunity to emotion, in which case it works on you, however the wielder of the red glow stick gains self defence restrictions against you. You both know about this when you make your choice.

If you hear a bell ring, your take 12/12 damage to the head. This is regardless, of whatever single power base / colour most effects you. Immunity to sonic applies.

Holy is white/jade/good

If you get hit by a boulder fired from catapults in the inner citadel, its a flaming destruction (physical and red mana base), rebounds are a disruption (same bases).

If you hear the call "arrow storm", the sky above darkens with countless arrows flying towards you. You have 2 seconds to react, if still in sight of the inner citadel (basically main corridor from house to area B/D), then you are hit. If you raise your shield above your head and solely crouch down beneath it you are immune. If you do that for someone else they are immune instead. Otherwise you take a physical/unholy loc zero to all 3 crit locations, immune to call loc shot means you can choose where you are hit but must be 3 separate locations (they are good shots!). If would do more damage its an unholy 8 (1 str, 6 wpn masteries)


If you hear the call "burning pitch" you are coated head to foot in black, burning goo. You take an initial greater shock to every location (fire/black/evil spirit) and then every 30 seconds another shock (same bases) to each location, until 5 minutes have passed or an imaginative way of removing the tar like substance is found.
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Netheril
post Dec 12 2018, 08:29 PM
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So I am happy for time in at 10am in the tavern. Things will start happening from 10.30, so long as I have a few monsters at least. it's going to be really important if you want to be a part of the first section to be ready to go by 11 at the absolute latest. Once the staff of life is taken into the fog, the majority of people wont be able to join in if late for an hour or so.

Time out will be 7.30 latest. Hopefully earlier. But at 7.30 regardless, if Shadowholme has not been dealt with, it will depart. For now, anyway.

The tavern represents a staging post, just outside the death fog.

The death fog starts just after the armoury, please don't go any further without a ref present.

The entire caves area will exist, and represent the various fortifications and outlying areas around Shadowholme. Once time in is called, be aware even the desk area will be IC in the morning. The only OOC area will be the toilets, which will remain lit.

To clear up a few areas of possible confusion. Shadowholme is not a city. It is a citadel. Think Helms Deep style. There are a lot of fortifications and a few outbuildings recently constructed outside the citadel.

It has an outer wall. An inner bailey. Then an inner wall and the inner citadel. The fog obscures the entire citadel, apart from the parapets. Remember unless you can see through mists, you cannot see more than 20' at any time when within the fog. Unless you are fully undead. The undead seem to see just fine. Anyone going above the mists, until told otherwise, will see a very large number of undead insect humanoids flying around, if you stay up more than a few seconds pls let a ref know.

During the day it may be that people wish to swap sections. Confirm with your refs but this will generally be allowed for people moving down.

It may be important at times for people to contact other sections. This takes as long as it takes ooc to find each other, regardless of abilities owned I am not calling time freeze for this kind of thing. Put it down to an area effect, messing around with time, whatever you want but it takes as long as it takes. So good idea for the groups to let each other know when going for lunch etc, ooc is fine to just give the headsup to someone who has a spirit link, etc.

Lunch we will try and stagger, but have to be flexible. Just prefer not to have all of us up at the same time. This is a triple length themeday, so want as much time in as possible.

Descriptions will be important for the day to work. Please listen, Ill keep them as brief as possible, but especially on communal sections my voice wont hold out if I have to shout over 40 people! tongue.gif The first section will be when this is the most important.

Any PC sworn to Aviathar who has not already contacted me, pls do so for benefits gained. Anyone who wishes to offer allegiance should also contact me.

The commandant who made his presence known on the forums will be mainly played by Rob Benson. Maybe with guest appearances from others if he needs a break. Rob will be reffing at least one section for the highs, during that time I will be a-reffing / monstering if not too knackered by Saturday! tongue.gif

There may be another knight making an appearance riding a skeletal dragon during the day. If so, THIS is the dragon rider some players have met before. He is not one of the brothers. Not the commandant. But a returning character nonetheless.

If a certain pale female appears, she does indeed seem to be about a 16 year old noble of the Empire that has been met before.

If anyone wants to interact with the dungeon in ways that may not be written, I will do my utmost to accommodate. But talk to me, and be patient for me finding time to deal. Otherwise, am happy to.

I hope the keen is real, and that you all have a fantastic day! smile.gif

Sean
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muttleyskragg
post Dec 12 2018, 10:42 PM
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QUOTE(Netheril @ Dec 12 2018, 08:29 PM) *
So I am happy for time in at 10am in the tavern. Things will start happening from 10.30, so long as I have a few monsters at least. it's going to be really important if you want to be a part of the first section to be ready to go by 11 at the absolute latest. Once the staff of life is taken into the fog, the majority of people wont be able to join in if late for an hour or so.

Time out will be 7.30 latest. Hopefully earlier. But at 7.30 regardless, if Shadowholme has not been dealt with, it will depart. For now, anyway.

The tavern represents a staging post, just outside the death fog.

The death fog starts just after the armoury, please don't go any further without a ref present.

The entire caves area will exist, and represent the various fortifications and outlying areas around Shadowholme. Once time in is called, be aware even the desk area will be IC in the morning. The only OOC area will be the toilets, which will remain lit.

To clear up a few areas of possible confusion. Shadowholme is not a city. It is a citadel. Think Helms Deep style. There are a lot of fortifications and a few outbuildings recently constructed outside the citadel.

It has an outer wall. An inner bailey. Then an inner wall and the inner citadel. The fog obscures the entire citadel, apart from the parapets. Remember unless you can see through mists, you cannot see more than 20' at any time when within the fog. Unless you are fully undead. The undead seem to see just fine. Anyone going above the mists, until told otherwise, will see a very large number of undead insect humanoids flying around, if you stay up more than a few seconds pls let a ref know.

During the day it may be that people wish to swap sections. Confirm with your refs but this will generally be allowed for people moving down.

It may be important at times for people to contact other sections. This takes as long as it takes ooc to find each other, regardless of abilities owned I am not calling time freeze for this kind of thing. Put it down to an area effect, messing around with time, whatever you want but it takes as long as it takes. So good idea for the groups to let each other know when going for lunch etc, ooc is fine to just give the headsup to someone who has a spirit link, etc.

Lunch we will try and stagger, but have to be flexible. Just prefer not to have all of us up at the same time. This is a triple length themeday, so want as much time in as possible.

Descriptions will be important for the day to work. Please listen, Ill keep them as brief as possible, but especially on communal sections my voice wont hold out if I have to shout over 40 people! tongue.gif The first section will be when this is the most important.

Any PC sworn to Aviathar who has not already contacted me, pls do so for benefits gained. Anyone who wishes to offer allegiance should also contact me.

The commandant who made his presence known on the forums will be mainly played by Rob Benson. Maybe with guest appearances from others if he needs a break. Rob will be reffing at least one section for the highs, during that time I will be a-reffing / monstering if not too knackered by Saturday! tongue.gif

There may be another knight making an appearance riding a skeletal dragon during the day. If so, THIS is the dragon rider some players have met before. He is not one of the brothers. Not the commandant. But a returning character nonetheless.

If a certain pale female appears, she does indeed seem to be about a 16 year old noble of the Empire that has been met before.

If anyone wants to interact with the dungeon in ways that may not be written, I will do my utmost to accommodate. But talk to me, and be patient for me finding time to deal. Otherwise, am happy to.

I hope the keen is real, and that you all have a fantastic day! smile.gif

Sean

awesome dude!! Really lookingvforward to it

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Netheril
post Dec 14 2018, 12:14 PM
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So couple more non standards for the themeday. Should just be for the highs, but you never know!

If you get hit by a boulder fired from catapults in the inner citadel, its a flaming destruction (physical and red mana base), rebounds are a disruption (same bases).

If you hear the call "arrow storm", the sky above darkens with countless arrows flying towards you. You have 2 seconds to react, if still in sight of the inner citadel (basically main corridor from house to area B/D), then you are hit. If you raise your shield above your head and solely crouch down beneath it you are immune. If you do that for someone else they are immune instead. Otherwise you take a physical/unholy loc zero to all 3 crit locations, immune to call loc shot means you can choose where you are hit but must be 3 separate locations (they are good shots!) tongue.gif If would do more damage its an unholy 8 (1 str, 6 wpn masteries)

If you are targeted by the effect "burning pitch" you are coated head to foot in black, burning goo. You take an initial greater shock to every location (fire/black/evil spirit) and then every 30 seconds another shock (same bases) to each location, until 5 minutes have passed or an imaginative way of removing the tar like substance is found.

Cheers!

Sean
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Snuffy
post Dec 14 2018, 03:49 PM
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For those wondering what each of the effects actually do, here's a list...

"AREA WIDE ATTACKS FOR STEPPING FOOT IN SHADOWHOLME'S INNER CITADEL

Every 1':

•Greater shadowplate (-10 MAC/+10 PAC). If already suffering a greater shadowplate, every step taken reduces AC by another point, stacking.
•Mantic major ward (As Major Ward 60).
•Mantic dispel on the lowest level glyph/miracle active with every step taken
•Lose power from ALL power pools to the equivalent of an hour’s worth of meditation (unmodified) for every 5 minutes spent in the citadel.
•The interior of shadowholme is in perpetual s/n darkness and mists.
•A mass blindness effect occurs every 5 minutes throughout the area.
•Mantic diminish spirit (-12/4) (onyx, bronze, black, ivory) every step taken.
•Perm phase trap and blinkered eye for non faithful in the area
•All non faithful require draconic/divine guidance.
•Any non faithful resisting a dying effect spend 15 minutes unconscious.
•Perm phase trap and blinkered eye for non faithful in the area

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (whilst unprotected)

•Immune to acid or die (all powerbase) if spend more than 10 seconds in the fog. Note this isn't immune to green mana, its a separate immunity. If don’t die take an acid greater shock (24/24) (green mana) to every location, and again every 5 mins thereafter.
•TOD destiny maker 3 levels on entry and every 5 minutes thereafter (black/onyx/ivory/green/evil). Min TOD becomes with resistances is Suspend Life (stopping effect) unless you have immunity to destiny maker.
•Neuronic destruction on entry and every 5 minutes thereafter (60/60 to head)
•Greater shadowplate on entry and every 5 minutes thereafter (-10 MAC/+10 PAC).
•Treares harm on entry and every 5 minutes (black/onyx/ivory/green/evil). Suffer TBLP equal to their starting TBLP. SAC is -6 life per point. Then apply resistances to causing.
•EP final harm (120/40 to each crit) on entry and every 5 minutes. Innate PAC per point = 6 life off
•All damage within the fog gains the added effect of greater festering wounds. No longer considered to be on Primus within the fog.
•Considered to be within a mists throughout the area. Unless can see thru mists your blind. Unintelligent wont enter and have to leave.
•Perm slippery grip throughout the area. Basically perm fumble.
•All potions and perishables are fouled and turn poisonous. Anyone dying is immediately raised as an undead and controlled infinite levels to defend Shadowholme (see ref for stats).
•All living are at -1 level of resistance (immune to life and death applies). All undead are immune to dismissal/destruction within the fog.
•All non faithful require draconic/divine guidance.
•Rapid degeneration perm within the area, dispel negates for one minute (note no AC applies).

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (once staff of life and death planted but not within 40’)

•Greater acid shock (green mana) to every location 1 per 5 minutes (24/24).
•TOD 2 destiny makers (evil spirit only) every 5 minutes Min of Cause Grievous.
•Neuronic bolt 1 per 5 minutes (24/24 to head).
•Shadowplate on entry and every 5 minutes (-5 MAC/+5 PAC)
•Cause critical (spiritual) (60/10) on entry and every 5 minutes.
•EP greater harm (36/6) on entry and every 5 minutes, Innate PAC per point = 6 life off. imm call loc shot means can choose the loc otherwise worst.
•All damage within the fog gains the added effect of greater festering wounds.
•No longer considered to be on Primus.
•Considered to be within a mists throughout the area.
•Perm slippery grip throughout the area.
•All potions and perishables are fouled and turn poisonous.
•Anyone dying is immediately raised as an undead and controlled infinite levels to defend Shadowholme (see ref for stats).
•All living are at -1 level of resistance (immune to life and death applies).
•All undead are immune to dismissal/destruction within the fog.
•All non faithful require draconic/divine guidance.
•Rapid degeneration perm within the area, dispel negates for one minute (note no AC applies).

AREA EFFECTS FOR STEPPING FOOT IN DEATHFOG (whilst within 40’ of staff)
•Acid shock (only green mana) (12/12) to a crit location of your choice on entry and every 5 minutes. Spiritual cause serious (12 TBLP) to a crit of your choice on entry and every 5 minutes.
•EP harm (6 points with each hand). Innates PAC reduces this by 1 point. Thus Innate PAC 6 your immune. Innates PAC 2 you take 8 life to a crit of your choice on entry and every 5 minutes. Can choose any loc if immune to call loc shots.
•No longer considered to be on Primus.
•Considered to be within a lesser mists throughout the area, visibility reduced to 20’.
•Anyone dying is raised as an undead and controlled infinite levels to defend Shadowholme after 5 minutes (see ref for stats).
•All living are at -1 level of resistance (immune to life and death applies).
•All undead are immune to dismissal/destruction UNLESS
within 10’ of the staff.
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Githrel
post Dec 15 2018, 12:13 AM
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A few more Non-Standards:

Acid Belch – 36/6 Acid Damage & Melts Non-Supernatural Armour/Shields – Innate PAC applies but if the PAC is from a natural source e.g. racial, not from a spell then the innate PAC only applies once, if the damage is healed the natural innate PAC is restored. Half effect Acid applies.

Spit Ichor - physical cause blindness, 5 mins

Drone Song - physical/mantic (grey/neutral) sleep 9 levels all within 20’, 5 min

Tremor Sense, as sense motion but only if on the ground.

Impregnate – 36tblp/18 chest and abdomen, physical internal explosion versus non-Flesh&Blood inc. Elves but lays eggs in Flesh&Blood (see me)

Scream – Anyone who hears, if not Immune to fear suffers a Physical/Spiritual Suspend Life, if Immune to fear still staggered as halt/10 levels unless want to apply secondary resistance.
Clarification - If not immune to fear can apply secondary resistance if has Resistance to TOD.


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Jamie M.

Jester - Sidhe Skirmisher
Grael - Barbarian Bodyguard
Traylorn - Whitefire Warrior/Paladin/Warlock
Sidney - 1/2 Kobold Sneaky Type
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jj420
post Dec 15 2018, 11:59 AM
Post #10


Mercenary
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Guys come on now. This thred of none standards is almost it's own rule book!
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Lo-Fi Version Time is now: 28th March 2024 - 06:09 PM
Original Darkness Skin Created by Danellis
Converted by Mdgshorty of New Horizon Skins