Talk:Pariah: Difference between revisions

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(Created page with "* Pariah (was Warlock) ** rewards for aggression, gets fragile if not aggressive ** spell-casting scrappers (think COH's "blapper" hybrid) ** arcane-powered pact magic, moveme...")
 
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** if move towards enemy and closest of all allies, can turn aoe into multi-ranged-touch attack
** if move towards enemy and closest of all allies, can turn aoe into multi-ranged-touch attack
** add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)
** add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)
has a way of taking good luck now, in exchange for bad luck later.  For example, the pariah may be able to roll 2d20 for any d20 roll he wishes, taking the best of the two results, any time! However, each time he does so, the GM gets to mark down 'bad karma', and use it against the pariah at a future time.  This bad karma might manifest as the GM saying the pariah must roll 2d20 and take the worst of the two results.  (In general, the downside probably shouldn't be as powerful as the upside, since this is a class feature.  Perhaps the player can use bad karma on d20 rolls of their own choosing, to try to burn off the bad karma before the GM can use it against him.)
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The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give crits and other bonus effects.
The twist to this simple base is not pushing rolls as in Mutant: Year Zero, but something different that ties in directly to the theme of Coriolis: prayer to the Icons. The Icons and the worship of them are central to the game setting. Praying to an Icon will give you a reroll - but not without cost. Each reroll also gives the GM a Darkness Point, which she can use for a range of adverse effects later on in the session. Sooner or later, the Icons will claim what’s theirs and restore balance in the dark between the stars.
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Revision as of 01:31, 16 July 2016

  • Pariah (was Warlock)
    • rewards for aggression, gets fragile if not aggressive
    • spell-casting scrappers (think COH's "blapper" hybrid)
    • arcane-powered pact magic, movement and close attacks
    • if move towards enemy and closest of all allies, can turn aoe into multi-ranged-touch attack
    • add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)


has a way of taking good luck now, in exchange for bad luck later. For example, the pariah may be able to roll 2d20 for any d20 roll he wishes, taking the best of the two results, any time! However, each time he does so, the GM gets to mark down 'bad karma', and use it against the pariah at a future time. This bad karma might manifest as the GM saying the pariah must roll 2d20 and take the worst of the two results. (In general, the downside probably shouldn't be as powerful as the upside, since this is a class feature. Perhaps the player can use bad karma on d20 rolls of their own choosing, to try to burn off the bad karma before the GM can use it against him.)