Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Jun 04, 2010 7:49 am 
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Joined: Sun Feb 28, 2010 1:31 pm
Posts: 212
Location: Colorado
Lightbringer wrote:
What kind of creature was that Giant Man who could turn into a Giant Bear in Tolkien's work? Whatever it is, I want that race any alignment and make a bear form for it too. Number Crunchers do something.


I could go look but I'm supposed to be working... I think it was Beorn or something like that and I would like to second this idea. That would be fun to play... We don't have any kind of shape shifters. I know that sorcs can polymorph but that's not the same thing.


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PostPosted: Fri Jun 04, 2010 9:15 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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oh, yeah, that'd be cool

we could call them


worgen


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PostPosted: Fri Jun 04, 2010 10:32 am 
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Joined: Sun Jan 03, 2010 2:06 am
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I don't care how bad the rest of this movie was, this particular scene was made of joy and win.
http://www.youtube.com/watch?v=GrCEG2Ip-Pg&feature=related.

Anything that might resemble that, shapeshifting or otherwise, is certain to be a hit.


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PostPosted: Sat Jun 05, 2010 9:28 am 
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Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
B00ts wrote:
victory like buff for raiding/defending cities


Great idea.


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PostPosted: Sun Jun 06, 2010 12:52 am 
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Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
Change the petrification spell, which is never used, to be a temporary stun effect that has a much higher success rate. The HP, ME, and PE remain the same, but the PC's ability to move or attack is disabled for the duration of the spell. Remove depetrification.

How about a 'mass fly' spell that has a single concentration cost, to replace depetrification.

And change the kingdoms that a positive aura minotaur can begin. Uxmal and Wastes doesn't suit the RP intentions of most lighties.

Remove traveling speed. Only dart with the PE cost of soar. PE cost of walk, speed of run.


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PostPosted: Sun Jun 06, 2010 5:12 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
The petrification spell is pretty useful if you understand its limitations. I remember using it frequently and to great effect with Aldric.

Most sorcs are going to have flight staves anyway.

Also why do you want to get rid of traveling speed?


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 Post subject: regarding armor spell
PostPosted: Thu Jun 24, 2010 12:10 am 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
I have only one simple request and that is that you do not wimpy armor drastically. I think that perhaps the strength of the armor spell should depend on your class. Paladins (below average) Shamans (average)
All cloth armor classes ( Current armor protection) After all it is the cloth wearing priests and such who would need it the most as opposed to a paladin with heavy armor.
I really think the spell is fine as it is. It could be dispelled ne wayz.
But whatever you decide I cannot change. This is simply my input.


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PostPosted: Sun Aug 01, 2010 11:41 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
These first two are in effective immediately:
- A "Prone?" column in the info command output
- Add a third specialization to an age ticked mercenary.


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PostPosted: Sun Aug 01, 2010 11:42 pm 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Thanks Dulrik!


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PostPosted: Mon Aug 02, 2010 3:32 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Ninja code!


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