141 lines
4.1 KiB
Markdown
141 lines
4.1 KiB
Markdown
# Cryps ("creeps")
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## Combat
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skill phase:
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1.1 -> block (sp 10) -> on self
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1.2 -> attack (sp 5) -> on team 2
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2.1 -> hex (sp 3) -> on team 1
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2.2 -> attack (sp 5) -> on team 1
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target phase:
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team 2 targets 1.2 on 2.2
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team 1 targets 2.1 on 1.1
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team 1 targets 2.2 on 1.1
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resolve phase:
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1.1 <- block
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1.1 <- attack (no effect because of block)
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2.2 <- attack (normal resolve)
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1.1 <- hexed (no skills for the rest of this turn and next)
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## Damage Chart
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| Red | Magic | Modifiers |
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| ------ | ------ | ------ |
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| damage | damage | speed |
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| evasion | resistance | cooldowns |
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| reduction | absorption? | durations |
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## Cryp Alignments
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Natural Selection
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================
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Survival of the fittest / Strength of the Individual / Attack & Defense
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-----------------------------------------------------------------------
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they value individual strength and the ability to defend one's self.
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having undergone natural selection they are combative by nature and feel threatened from all sides.
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magic and advanced technology disturbs them as they are unable to understand it;
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their response is to try and crush it and restore their place at the apex.
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their fear is a manifestation of the emotions and prejudices they have grown in order to survive.
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* tactics and strategy
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* rally
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* physical damage
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* rend / expose
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* taunt
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* martial arts and combat
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* blocking
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* evasion and redirection
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* frenzy
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Machine Cult
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=====================
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Everything Connected / Speed & Efficiency
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-----------------------------------------
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members of the Machine Cult worship artificial machines of any sort, from simple spring powered devices to vast self-aware networks.
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they value speed and efficiency above all else.
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the individual has little significance for the machine cult, its members are rushing headlong into state of complete connectedness
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they long to transcend beyond their physical limitations and become vaster and more powerful than the sum of each part
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rigid, often serving a very specific purpose, not as adaptable as the other alignments
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they and their machinations do not think, they simply act.
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no motivation / no emotions / no tricks; just action.
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* efficiency
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* reduced cooldowns
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* increased speed
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* replication
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* drones / tokens
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Non-Violence
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===============
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Enhancement & Preservation
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--------------------------
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the philosophy of nonviolence teaches that the sanctity of hp is above all else
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its adherants are defensive and gracious, seeking to minimise the damage done by others and doing no direct harm themselves.
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they seek to prevent damage in any way possible
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* healing
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* hots
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* direct healing
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* defensive buffs
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* protection from effects
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* damage reduction
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Path to Destruction
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===================
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Damage & Destruction
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-------------------------
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cryps walking the path to destruction have forsaken themselves in order to gain ruinous power.
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no price is too high, they gladly harm themselves and allies to amplify the destruction they wreak on everything around them
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specialise in magical damage dealing
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* damage amplification
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* nukes
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* hp leach
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* hp exchange
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* poison
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* aoe
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The Tribunal
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=============
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Fuck Magic
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-------------------
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The Tribunal has ruled that magic is an abomination.
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Its members now scour the lands in search of magic, censoring its teaching, purging its effects and slaying the heretics who wield it.
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* Dispel, removal
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* Silence
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* Magic resistance
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* Information gathering
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* team composition
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* available skills etc
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Universal Chaos
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===============
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The only constant is change.
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----------------------------
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Cryps aligning themselves with the forces of chaos believe that constant change is the only truth in the universe.
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They harness its power to manipulate physical reality as well as control and disrupt the flow of battle.
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They blend between physical and astral forms, constantly shifting throughout time and space.
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* Banish
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* Chaos damage
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* Time control (reverse turn outcomes)
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* increase cooldowns
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* increase durations
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* Slow
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* damage redirection
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## Styles
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* Aztec
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* Yokai / ukiyo-e |