Daydream's Dragon Hoard of Half-Baked Setting/Character Ideas: Borrow These! - Page 4 - Myth-Weavers


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Daydream's Dragon Hoard of Half-Baked Setting/Character Ideas: Borrow These!

   
Quote:
Originally Posted by Avaday Daydream View Post
#23: Too many hit points.
A playing-with-different-rules thing for 3.5/Pathfinder.

How do you win a combat encounter? By making it so that all enemies are unable (or unwilling) to effectively fight.
Traditionally, the way to do this is to hit them with a big stick until they run out of hit points, but, I was thinking, what other ways are there?

Well, if an enemy is tied up after a successful grapple, or paralysed by a hold monster spell, or put to sleep/unconsciousness by who-knows what, or even petrified, they can't fight.
If they're stunned, or dazed, or nauseated, or panicked, that stops them from taking actions (aside from running around like headless chickens, in some cases) for a short while.
And, if a warrior's been disarmed, tripped up, slowed, had their fancy items stolen, blinded, entangled, cursed, etc, then that'll make it very hard for them to win a fight. For magic users, being entangled, grappled, cursed, or just being bludgeoned makes it pretty hard for them to concentrate on their magic.

Now...what if we gave everyone more hit points? Like, say, ten times more? For whatever reason, everyone in the world has much more life-force, to the point that your common kobold can withstand being impaled by a greatsword.
How would that affect matters, when it takes an order of magnitude longer to kill someone with physical damage alone? Gangs of weaker creatures (city guards, goblins, etc) could gang up, working in concert to debilitate much more powerful foes without being torn apart by the first attack. Titans and giant monsters might become notorious threats, when 'crush your foe in a single blow' becomes a much bigger boast. Traditional high-damage dealers (barbarian, rogue, evoker) might benefit more from destroying whatever traps and hazards their foes lay, sundering their foes weapons, or trading their damage potential for manoeuvrability. Many monsters might escape to fight another day, or be captured and cursed to keep them under control. Areas might be a little more resistant to famine (that is, starvation-induced HP loss), too...what else, I wonder?

In any case, such a setting, with everyone having ten times more HP, fights would be a lot less lethal on both sides, and be much more rewarding to characters who specialise in weakening opponent attacks. Maybe it'd be worth a shot?
Wouldn't this just increase the huge gap between Tier 1 classes and the rest? Wizards and the like can effectively take things out of combat without dealing HP damage. So much so in fact that HP damage is considered inefficient on those classes. Fighters rogues monk and the like would suffer from this.

Mm, maybe a little. It would definitely mean that non-magical classes would be attacking CMD a lot more frequently than AC, that's for sure. Maybe they should get more feats to compensate for the number of maneuvers they'd need to use?

Aaanyway...

#24:A few ideas for superpowers.
Relating to Mutants & Masterminds 3e

#24a: Somatoceptor
Tactile sense, Acute+Ranged+Penetrates Concealment+Extended
That's what I called it in The New Avengers game, anyway.
The somatoceptor, or somatic receptor, or whatever would be a good name for it, is an organ used for telekinetic triangulation.
Broadcasting a minuscule level of telekinetic force over a wide area, any resistance or disruption of the energy-field, by the presence of sufficiently dense objects (solids, liquids, some heavy gases, etc) feeds back to the receptor, which triangulates the location of the disruption (like how having two eyes gives you depth perception).
When the energy field comes into contact with lots of solid objects at once (say, like on Earth), it gives its possessor an accurate mental map of his/her entire surroundings.

The mental map generated by the somatoceptor is useful for a variety of things; seeing the layout of entire buildings, finding hidden bombs, seeing the inside of locks (or watching someone enter a keypad code), spotting hidden foes, navigating mazes (actually, the character I had it on was a minotaur).
Its downsides are that it can get disorientating when travelling at high speeds, and it can't detect things like poison gas, holograms, ghosts, or very effectively read computer screens or even ink on paper.


#24b: Psionic-Optical Reactive Skin
I'm not actually certain what the stats for this would be. Possibly some kind of Reactive Remote Sensing linked to Precognition/Postcognition, limited to targets observing you?
How do you tell when you're being watched? With this ability. Through some strange method that exploits trace psychic potential in sapient beings and/or quantum observation principles, this skin/hide/fancy suit not only alerts you to whenever someone is watching you, but also tells you exactly where they are, whether they're looking through binoculars, a sniper scope, a security camera, or a crystal ball. It even works on people watching footage in the future or on prophets in the past!

This is more of an expensive party trick than anything else, but it has a handful of applications; you can stare at ninjas who think they're unseen, get warning of snipers, and if you have teleportation, you can pull a Speak-of-the-Devil on anyone who so much as glimpses you (Golden Freddy style, but perhaps less creepy).


#24c: AI with solid-holographic avatar (or, ghost with phylactery?).
Regular intelligent construct, but with device (with increased Toughness) that provides Regeneration+Immortality...maybe?
This is more an entire character concept than just a power; an AI living in a Digivice-like device, that projects a solid hologram in order to carry its device around and do heroic stuff. If the holographic avatar is ever damaged or destroyed, the device can quickly rebuild it. The character's stats would basically be built around the avatar's coded abilities, with some points going towards the device to let it perform healing/repair functions for the AI.
Does that make sense? A similar design could also work for a classic lich-with-a-phylactery, D&D style, I think.

More HPs would just make fights take 10x longer. No thanks.

Well, if you have a better suggestion for making followers helpful in combat and bringing combat maneuvers to the fore, I'm listening.

25: Supervillains for Charity
Mutants & Masterminds setting concept

People love supervillains. They're absolutely fascinated by them. Grand thefts, doomsday devices, armies of minions, get-rich-quick schemes, the people just eat it up. Heck, heist films are an entire genre.
And then, there's the infrastructure; entire evil lairs, hundreds if not thousands of employed minions, grand technological wonders and logistical marvels. Robotic armies and giant monsters that demand all sorts of advances in software development, biological research, or the discovery of long-long magic.

In A World, where superpowers and the supernatural exist, but supervillains are far and few between compared to real-life problems, it was Doctor Mayhem and his lovely assistant Miss Chiff, who gave the game away.
His televised threats were just a bit too corny, the dungeons of his lairs too easily escaped from, his giant robots of doom suspiciously slow and with glaring weak points. The dramatic monologues to his minions that he felt the need to broadcast worldwide. The fact that 90% of his funding came from legitimate sources, that his embezzled/stolen funds were taken from real criminal organisations, that his minions were paid a very good wage and had a comfortable working environment. And perhaps most incriminating, the data disks consistently found next to his doomsday machines, containing step-by-step instructions on how to disarm them and/or convert them into beneficial devices.

Doctor Mayhem and Miss Chiff eventually retired from full-time supervillainy, taking up residence in a luxury prison suite furnished with gifts from thousands of fans, but by that time he had inadvertently started a movement.
Dozens, hundreds of super-geniuses and people with powers embraced the civil supervillain culture; at first Robin-Hood-esque thefts from the rich and acts of community service whilst cackling maniacally, to team-ups plotting to conquer entire city districts or impoverished villages, to international operations that see small economically-struggling countries converted into eeevil armies with excellent benefits.

Today, supervillainy is a subculture all of its own, with its own networks, and its celebrities. Mad scientists hold the world ransom with dinosaurs brought to life, or concoct invisibility elixirs that can cure blindness when reverse-engineered. Diabolical conquerors draw minions from the destitute and the poverty stricken, providing a comfortable environment to work, learn, and play. Master thieves livestream their burglaries and capers, wowing viewers with pizzazz, making headlines with spectacular thefts and seeing donations off to charity.
The superheroes, too, are in on things; hamming it up with dramatic declarations, using their powers in flashy (if not necessarily effective) ways, carefully searching evil lairs for 'how to reverse the doomsday machine' instructions, gasping at the right moments during evil monologues, and when it's all over, taking the villains off to luxury 'prisons' to relax and refine their skills for next time.


The concept? In this setting, you, player character, are a supervillain. Not a genuine monster who'd slaughter thousands of innocents for their own amusement, that's not allowed. No, you're the kind who's plotting to take over the world with a zany scheme, or at least achieve a ton of wealth. You might be a super-genius, or super-charismatic, or just have a superpower that lends itself to mischievous schemes.
Whoever and whatever you are, you'll be teaming up with other PC supervillains to a) raise funds and a fortress, b) recruit and support a lot of minions, c) put some ultra-dramatic evil scheme into play, and ultimately d) either dramatically lose to a group of heroes in a way that leaves the world a better place (and makes a lot of headlines) or alternatively succeed and rule responsibly over your new domain. Whilst avoiding hurting anyone or causing massive collateral damage (at least, avoiding damage to anything that isn't a serious crime syndicate).

Sound like fun?

#26: The origin of half-dragon-half-dragon-trolls.


Posted here for later perusal if anyone wants to read it again.
This little writing snippet comes from when I was asking about creating a character focused on antimagic capabilities; OgrePDX brought up a half-fiend troll he played once (regeneration, wings, damage reduction and energy resistance, with antimagic, makes for a long and frustrating fight), Dalar proposed the idea of a double-half-dragon troll, and then I wrote this extensive storytelling-esque thought on just how a half-red-half-green-dragon-troll could come to exist.

Quote:
Originally Posted by Avaday Daydream View Post
Once upon a time...there was a great alchemist, whose madness made him terrible to behold.
He looked upon the many beasts of the world, manticores and griffons, minotaurs and bulettes, krakens and ultimately, dragons. And in his pride, he knew anger, that these creatures should be blessed with natural gifts of brawn that could overcome his own genius.

So the mad alchemist hatched a plan; he would craft the ultimate elixir, one that would grant him a metamorphosis, to give him physical power to match any of those creatures.
And when his king ordered the alchemist banished from the realm, fearful of his mad ambitions, the alchemist set out on his own, to gather what ingredients he needed for his scheme.

His first leg of his great journey was to find the oldest troll, in the mountains. The troll could not be slain, for every bruise it took vanished and every cut sealed over, within seconds.
But the alchemist was cunning; he baited the elder troll with an enchanted drinking horn, filled with endless sweet wine; the troll was easily led into drinking itself numb, allowing the alchemist to sever the troll's arm and take its marrow as his prize.

His second leg was to find the greatest of red dragons; this great wyrm had ruled as tyrant over its own county for generations, living in a great palace and demanding tribute from terrified mortals, but now and again it flew away to well hidden caves, to mate with other dragons and sequester their eggs.
The alchemist was cunning; weaving illusion on top of illusion over himself, he pursued the great wyrm dragon when it flew, until he found one of its nests. And there, when no-one watched, he stole away a precious egg, replacing it with a transmuted replica, that the theft might not be discovered for months.

His third leg was to find another dragon, a green dragon whom had bent the forest and all creatures within to its will. This dragon was smaller, but wiser, and perceptive beyond comprehension, able to tell an intruder from a puff of wind on the other side of his domain.
But the alchemist was cunning; he donned the guise of a hero, dispelling the dragon's magicks and whispered words with a display of false kindness, and when the wyrm came for vengeance, he turned the trees and the grasses and the vines against the dragon, binding it tightly; the dragon's own liberated servants presented him with a great orb of jade, the dragon's finest treasure imbued with his own essence, as a reward.

With bone, egg, and crystal, the alchemist was then ready.
With the still bleeding bone of the elder troll, he brewed the greatest healing elixir, one that would last within him and forever after heal his wounds no matter how severe.
With the unhatched egg of the great wyrm red dragon, he brewed the greatest elixir of metamorphosis, to grant himself toughened scales, terrible fangs, batlike wings and mastery over fire, as though he were a demon.
With the jade essence of the mystical green dragon, he brewed the greatest elixir of enchantment, to augment his wings, grant him the strength of gods, and safeguard him against terrible elements.
And then he combined the elixirs, with a triskelion diagram with himself in the center, and the mad alchemist changed, into the most terrible, untouchable being ever witnessed, save for perhaps the Tarrasque.

What then did the mad alchemist turned monster do? Why, he went back to the kingdom that had banished him; using potent antimagic to safeguard himself from mortal curses that might undo him, he didn't stop until he had personally devoured every man, woman, child and housepet in the king's own city, ending with the old king and his son the crown prince.
When he was done, the fat monstrous troll-beast settled himself in the ruins of the castle keep, using a magical cornucopia of his own design to keep himself fed. It's said that centuries later, he still lazes there, even today.
And it is also said that, through methods best not contemplated, he has given birth to a host of progeny, terrible bat-winged scaled trolls with a small but potent fraction of his powers, whom he allows to roam and do as they wish.


...And that's where half-red-dragon-half-green-dragon-trolls come from...Although, red and green don't really mix, do they? You'd get black. Black trolls. Ebontrolls. Dark Trolls. Darkwing Trolls.







 

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