[YBA] New Proposed Feats (Auras)

Creamsteak

Explorer
Kalanyr and I were working on some new proposed feats called Auras. An Aura often, but not necessarily, benefits the fighter with the ability and any allies. Some auras affect only the opposition and the fighter with the aura (Salvation), while others affect an entire grou (Prayer). Some auras are available to both unholy batteries and holy batteries. A fighter with an aura can only have one active at a time, meaning that some fighters with auras that they would like to use together (Meditation + Anything) is not a viable option. Oh, and one major point about auras, they can't be negated by a Trick.

Hope you like them, and I'm ready to find out what the problems in these are...

DEFENSIVE AURAS



Prayer
AURA - REGENERATES LIFE
Cost: 4 xp
Prerequisites: 3 + Chi

Every round the fighter chooses to keep his Prayer Active, the fighter regenerates 1 lost hit at the cost of 4 chi. Any allies of the fighter present gain 1 lost hit as well, at a cost of 2 chi per fighter. Only one aura can ever be active at a given time.



Resist Fire

AURA - PROTECTS AGAINST FIRE DAMAGE
Cost: 5 xp
Prerequisites: 3 + Chi or 3 + Ki

While active, this aura protects fighters from certain attacks by reducing damage. This aura drains 1 chi/roundand 1 additional chi for every fighter benefiting from this Aura. This Aura reduces damage from attacks using the signature styles phoenix/dragon, and the signature locations volcano/hells by 1. If an attack uses a signature style and signature location that this protection reduces by 1, the damage is reduced by 2 instead. The minimum damage is 0, as this defense can only defend, not absorb an attack. only one aura can ever be active at a given time.


Defiance

AURA - INCREASES DEFENSE
Cost: 5 xp
Prerequisites: 3 + Chi or 3 + Ki

While active, this aura protects fighters from certain attacks by reducing damage. This aura drains 1 chi/round and 1 additional chi for every fighter benefiting from this Aura. This Aura reduces damage from attacks using the signature styles hammer/mace, or the signature locations temple/shrine by 1. If an attack uses a signature style and signature location that this protection reduces by 1, the damage is reduced by 2 instead. The minimum damage is 0, as this defense can only defend, not absorb an attack. Only one aura can ever be active at a given time.



Resist Cold

AURA - PROTECTS AGAINST COLD DAMAGE
Cost: 5 xp
Prerequisites: 3 + Chi or 3 + Ki

While active, this aura protects fighters from certain attacks by reducing damage. This aura drains 1 chi/round and 1 additional chi for every fighter benefiting from this Aura. This aura reduces damage from attacks using the signature styles blizzard/tsunami, or the signature locations tundra/glacier by 1. If an attack uses a signature style and signature location that this protection reduces by 1, the damage is reduced by 2 instead. The minimum damage is 0, as this defense can only defend, not absorb an attack. Only one aura can ever be active at a given time.



Cleansing

AURA - REDUCES POISON AND CURSE DURATION
Cost: 5 xp
Prerequisites 3 + Chi

While active, this aura protects fighters from certain attacks by reducing damage. This aura drains 1 chi/round and 1 additional chi for every fighter benefiting from this Aura. This aura reduces damage from attacks using the signature styles spider/scorpion, or the signature locations cemetery/tombs by 1. If an attack uses a signature style and signature location that this protection reduces by 1, the damage is reduced by 2 instead. The minimum damage is 0, as this defense can only defend, not absorb an attack. Only one aura can ever be active at a given time.



Resist Lightning

AURA - PROTECTS AGAINST LIGHTNING DAMAGE
Cost: 5 xp
Prerequisites 3 + Chi or 3 + ki

While active, this aura protects fighters from certain attacks by reducing damage. This aura drains 1 chi/round and 1 additional chi for every fighter benefiting from this Aura. This aura reduces damage from attacks using the signature styles lightning/thunder, or the signature locations heavens/clouds by 1. If an attack uses a signature style and signature location that this protection reduces by 1, the damage is reduced by 2 instead. The minimum damage is 0, as this defense can only defend, not absorb an attack. Only one aura can ever be active at a given time.



Vigor

AURA - INCREASES SPEED AND STAMINA RECOVERY
Cost: 5 xp
Prerequisites: 3 + Chi

The fighter can retreat more easily, by draining chi. Every round this ability is active, the fighter uses 2 chi + 1 chi/for every ally. When performing a retreat, the fighter and any allies do not suffer a hit on a failed retreat, but the chi is drained. Also, the fighter can catch a retreating opponent more easily because of the enhanced speed. When an opponent successfully retreats, the fighter with Vigor gets one last chance to stop the opponent from escaping, and the opponent must attempt to flee a second time. Two fighters with Vigor act on each other as if neither had the ability active. Only one aura can ever be active at a given time.



Meditation

AURA - INCREASES MANA RECOVERY
Cost: 5 xp
Prerequisites: 9 + Chi or 9 + Ki

A fighter with Meditation active can regenerate chi/ki during a battle. Every round, a fighter with the Meditation Aura active regenerates 1 chi/ki. This allows a fighter to continue fighting for a longer period. Only one aura can ever be active at a given time.



Redemption

AURA - REDEEMS THE DEAD FOR MANA AND LIFE
Cost: 6 xp (Epic)
Prerequisites: 9 + Chi

A fighter with Redemption can return the bodies and spirits of his defeated foes to the divine in exchange for renewed fighting power. During combat, while Redemption is active, opponents that are dead during the fighters round disolve into divine energy. This energy is partially transfered to the fighter with the aura active, who regenerates 5 chi and 2 hits from the energy. Keeping this aura up costs 2 chi/round. Only one aura can ever be active at a given time.



Salvation

AURA - PROTECTS AGAINST ELEMENTAL DAMAGE
Cost: 6 xp (Epic)
Prerequisites: 12 + Chi

A fighter with Salvation is divinely protected from the assaults of his enemies. When a fighter takes Salvation, the fighter chooses 4 signature styles and 4 signature locations to which the fighter reduces damage from by 1. As an aura, this ability must be active in order for a fighter to benefit. If a signature style and a signature location are both generated for a move, the fighter reduces the damage by 2. Maintaining Salvation drains 2 chi every round and 1 additional chi for every fighter benefiting from this Aura. The minimum damage is 0, as this defense can only defend, not absorb an attack. Only one aura can ever be active at a given time.
 
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These look balanced, but they have the potential to completely screw an entire campaign. For instance, what if the main enemies are frost demons? Then, hey-what-do-you-know, PROTECTS AGAINST COLD nullifies their styles/locations. Aside from that, pretty cool.

You know, this could be the way that all the Chi/Ki abilities work--you have to have the actual ability first, but you can spend Chi/Ki to get extra uses.
 

Well, Resist Cold would remove a point of damage normally, at best two. Actually, those with such styles are a little lucky because their damage wouldn't be reduced to 0, and instead the resistance just takes an edge off their best attacks, it nullifies nothing, just reduces the damage a little.
 

Good point--come to think of it, Mastery would be more detrimental. And harder to reach, as the enemeis would kill you with Blizzard, not the other way around. :)
 

If Batteries require you to have the original power and the battery and chi equal to the XP cost of the power, how often do you think a Battery is going to be good for anything at all? It would cost (2+5+4+3+3+8) 25 XP just to get all the current powers on a Holy Battery, then another 4 for the battery and 8 Chi 37 XP all up that makes the battery a really inferior choice.
 

Perhaps the actual cost of the battery would be cheaper, for instance, 1 xp? Then, you could get a few Chi as soon as you took it.
 

Bump for more attention. So far I don't see any problems arrising... and they do add a little more flavor to batteries and such...

BTW, I used DII as a resource to get ideas for these, so if you recognize that... well you did. I was considering forcing them into chains similar to the original (prayer for cleansing, defiance and cleansing for Redemption), but decided against it...
 

Even at a cost of 1 XP, a battery that is basically useless is never going to be taken. It shouldn't take 5 levels to make a battery, they may be powerful but they aren't that good, also it hugely advantages those who take active abilities (DT,Shove,FoF,etc) which are already better than passive abilities like Master of a style/location or Holy Strike.
 

As of yet, everyone seems to think these are fine. Now I'm going to bump this in hopes that Wicht and some others get to run their minds over these...
 


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