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Skill Trees

Here’s an example of a Skill Tree I’m working on for the Blades skill, just to show you that I do actually work on my game. The formatting will be terrible, so bear with it. All techniques within the tree have been developed yesterday, so there’s been absolutely no balancing, testing, or even editing.

Blades Skill Tree

==Tier 1 Techs==

Name: Feint
Tier: Blades 1
Type: Active Attack
Stat: AGI
Effect: Instead of inflicting damage, your target loses AP equal to your roll’s margin of success.

Name: Draw Cut
Tier: Blades 1
Type: Active Attack
Stat: AGI
Effect: You may simultaneously draw your weapon and attack.

Name: Backstab
Tier: Blades 1
Type: Active Attack
Stat: AGI
Effect: If you are flanking your target, damage increases by 1 stage for this attack only.

==Tier 2 Techs==

Name: Engarde
Tier: Blades 2
Type: Passive Support
Effect: When using your Blades skill to defend, you may move 1 hex away from the attacker after the

attack is made.

Name: Essence Slash
Tier: Blades 2
Type: Active Attack
Stat: AGI
Effect: This attack costs +1 AP and adds a Progression Effect.
Progression: Increase damage by 1 stage.

Name: Puncture
Tier: Blades 2
Type: Active Attack
Stat: AGI-1
Effect: Adds a Progression Effect.
Progression: Inflicts an additional Light wound.

==Tier 3 Techs==

Name: Stinger Lunge
Tier: Blades 3
Type: Active Attack
Stat: AGI
Effect: Move forward 1 hex and attack simultaneously.

Name: Helmsplitter
Tier: Blades 3
Type: Active Attack
Stat: STR-2
Effect: Increase damage by 1 stage.
Progression: Finisher.

Name: Nerve Cut
Tier: Blades 3
Type: Active Attack
Stat: AGI-3
Effect: In addition to the normal damage, target is forced to either drop a weapon or fall prone.

==Tier 4 Techs==

Name: Parry-Riposte
Tier: Blades 4
Type: Reactive Defense
Stat: AGI
Trigger: When you are attacked.
Effect: If the defense is successful, make a basic attack. This follow-up attack uses no AP.

Name: Tsubame Gaeshi
Tier: Blades 4
Type: Active Attack
Stat: AGI-3
Effect: If the attack is successful, make an additional basic attack. This follow-up attack uses no AP.

Name: Throatslitter
Tier: Blades 4
Type: Active Attack
Stat: AGI
Effect: If target is prone, paralyzed, asleep, or otherwise unable to defend, increase damage by 2

stages and ignore armor.
Progression: Finisher.

==Tier 5 Techs==

Name: At Weapon’s Point
Tier: Blades 5
Type: Reactive Attack
Stat: AGI
Trigger: When the target attempts to move out of your weapon’s range.
Effect: If the attack succeeds, the target’s move is unsuccessful.

Name: Spiraling Slash
Tier: Blades 5
Type: Active Attack
Stat: AGI
Effect: Adds a Progression Effect.
Progression: All other Effects in the Progression are increased by 1.

Name: Insane Bloodletting
Tier: Blades 5
Type: Active Attack
Stat: AGI-2
Effect: This attack costs -1 AP.

==Tier 6 Techs==

Name: Effortless Parry
Tier: Blades 6
Type: Reactive Defense
Stat: AGI+3
Trigger: When you are attacked.
Effect: Attack is canceled. This defense costs -1 AP.

Name: Spellbreaker
Tier: Blades 6
Type: Reactive Defense
Stat: AGI-4
Trigger: When you are attacked by a projectile spell.
Effect: If the defense is successful, the spell is canceled and your next attack will inflict the

canceled spell’s effects in addition to the attack’s other effects.

Name: Assassin’s Blade
Tier: Blades 6
Type: Passive Support
Effect: When you attack an unaware target, damage is increased by 1 stage.

==Tier 7 Techs==

Name: Pierce Through
Tier: Blades 7
Type: Active Attack
Stat: AGI
Effect: If this attack is successful, you may also inflict the attack’s damage on a target behind the

first.

Name: Impending Ruin
Tier: Blades 7
Type: Active Attack
Stat: STR
Effect: Target’s position changes to Aerial. Adds a Progression Effect.
Progression: If any target in the Finisher is Aerial, the Finisher costs -3 AP.

Obviously, the tree is incomplete, since there will be 10 levels of Techs for each skill. However, I hope you have an idea of what I’m trying to achieve here.

Combat playtests are still upcoming, provided I can get more Skill Trees to an acceptable level in time. That is literally the only thing hindering progress right now.

Also, expect updates now every Tuesday or Wednesday. Next week, I’ll be on vacation, but the week after I’ll be back at it. I just figure if I’m going to update this thing, I should make it regular. Keeps me on track, too.

Until next time.

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Kamui combat playtests upcoming

Hey everyone. The site’s been dormant, but I have not. I’m going to be running some combat playtests soon, and while I’m intending on running them solo, if anyone would like to participate in any fashion, please feel free to let me know. The reason they’re not full playtests is because I don’t have many techniques created in detail that aren’t combat related. One step at a time, right?

What I’m looking for when conducting these tests are:
1. How quickly do characters go down?
2. How much of a difference do high skill/attribute levels make?
3. How well do techniques mesh in combat?
4. Will 20 Action Points suffice for a round of attacks, movements, and defenses?
5. How fast does combat feel?
6. Is the new skill check mechanic superior to the old one?
7. Is armor overpowered when layered? (Example: I have a current character who layers a Psi-Static Aura over a Line Shield over a Yuacite-Weave Plate Carrier with Lodestone inserts.)

Anything else will be posted in the updates later next week.

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