Difference between revisions of "Rules talk:Undead"

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:: Take X% damage a post while on Holy Ground.  Natural Charge reduced by the Natural Charge of a character holding up a Holy Symbol they have True Faith in if the undead tries to attack/pass that character.  Need to sleep in a coffin with ground from their homeland to recover incap.  Loses X%PL during daylight.  Silver weaponry does +20%PL and 10% lingering for 2 posts for no extra stamina cost. Require invitation to enter a home.  Cannot cross running water.  Requirement to feed (temporary power loss if burn PT?), something with feeding off the blood of the already dead as that can stun/weaken vampires in some mythologies?, garlic something or another?  Most of these are vampire based, but generally with zombies it's 'shoot them in the head' and with mummies it's 'fire' or Brendon Frasier.  With enough of these, there could perhaps even some kinda benefit for taking more than one. --[[User:Ff0ecaf|Ff0ecaf]] 10:39, 8 January 2013 (PST)
 
:: Take X% damage a post while on Holy Ground.  Natural Charge reduced by the Natural Charge of a character holding up a Holy Symbol they have True Faith in if the undead tries to attack/pass that character.  Need to sleep in a coffin with ground from their homeland to recover incap.  Loses X%PL during daylight.  Silver weaponry does +20%PL and 10% lingering for 2 posts for no extra stamina cost. Require invitation to enter a home.  Cannot cross running water.  Requirement to feed (temporary power loss if burn PT?), something with feeding off the blood of the already dead as that can stun/weaken vampires in some mythologies?, garlic something or another?  Most of these are vampire based, but generally with zombies it's 'shoot them in the head' and with mummies it's 'fire' or Brendon Frasier.  With enough of these, there could perhaps even some kinda benefit for taking more than one. --[[User:Ff0ecaf|Ff0ecaf]] 10:39, 8 January 2013 (PST)
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:::Holy ground and silver objects... eh. I could almost see holy/enchanted objects, but in the end those are sort of covered by the holy energies weakness. Sort of. See what I mean? Not so easy :D --[[User:Marcus|Marcus]]

Revision as of 13:34, 10 January 2013

Seems balanced. The advantages are fairly powerful, but the weaknesses can be crippling, especially when it's almost common knowledge what undead are affected by. --Ff0ecaf 06:57, 8 January 2013 (PST)

Origin Curse seems odd to me that it's limited against MagPL characters. All power types can generate bubble barriers, although they're practically universal with mages, which means non-mage undead can cancel the body target weaknesses with easy CTs, unless the 'cannot be circumvented' line in the racial ability means 'can never have non-bodily sources of durability', in which case that should really be spelled out more explicitly, and non-mage characters are the ones really getting screwed. In any case, it would be nice for there to be a couple more options for that, just so fire attacks aren't a win button to mash against the undead. -Hroefn T 08:02, 8 January 2013 (PST)

I think it's more 'if a mage takes a piercing attack to the heart or head, they die' than anything else. But then that 100%PL durability could be converted to just straight up body durability no matter what, and thus give Mages the opportunity to take any of those limits. --Ff0ecaf 08:05, 8 January 2013 (PST)

For that matter, psionic PD would also prevent actually hitting the critical targets, and that's innate. A psion is just as squishy as a mage under their PD. -Hroefn T 08:10, 8 January 2013 (PST)

Originally I wanted to add more weaknesses to Origin Curse, I was just very tired and ran out of ideas through which undead could traditionally be killed, like zombies and vampires and whatnot. Fire seemed like a common theme, as well as stabbing brains and hearts. But this talk page is here just to see if you guys can add any more ideas *L*. As for psions, the weakness does specify 'aimed' at those regions, which essentially means striking their passive defenses over those areas counts for the weakness. Lastly, the potential exploitable loopholes Al pointed out were obviously aware to me, but since I already had the ideas typed out I threw them up on the wiki to see if outside sources of creativity could lend a hand. :) Hence, yeah, more exploitable weaknesses pl0x. Crack open those WoD books I know some of you haaaave. --Marcus
Take X% damage a post while on Holy Ground. Natural Charge reduced by the Natural Charge of a character holding up a Holy Symbol they have True Faith in if the undead tries to attack/pass that character. Need to sleep in a coffin with ground from their homeland to recover incap. Loses X%PL during daylight. Silver weaponry does +20%PL and 10% lingering for 2 posts for no extra stamina cost. Require invitation to enter a home. Cannot cross running water. Requirement to feed (temporary power loss if burn PT?), something with feeding off the blood of the already dead as that can stun/weaken vampires in some mythologies?, garlic something or another? Most of these are vampire based, but generally with zombies it's 'shoot them in the head' and with mummies it's 'fire' or Brendon Frasier. With enough of these, there could perhaps even some kinda benefit for taking more than one. --Ff0ecaf 10:39, 8 January 2013 (PST)
Holy ground and silver objects... eh. I could almost see holy/enchanted objects, but in the end those are sort of covered by the holy energies weakness. Sort of. See what I mean? Not so easy :D --Marcus