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Author Topic: New Plans for 0.4a  (Read 5559 times)

Javokis

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New Plans for 0.4a
« on: 2009-02-20, 22:43:33 »

Ehe.  :-\ I ended up deleting the old topic on accident. Ugh. I hope I don't end up doing that to the mod.  ::)

Where were we? Ah yes. Here's my change log so far:

Code: [Select]
PARTICLE CHANGES (game.npd)

-Changed the water particle material to make a more realistic looking water.

-Added wodal_MistForm gas particle
-Added wodal_BeastEyes flame particle
-Added wodal_HellFire fire particle
-Added wodal_HellInferno fire particle

-Removed all pad particles
-Removed all ring particles

NPC ALTERATIONS

-All ghouls and monster types have been set to human.
Will set back to monster or ghoul upon creation using Wodal scripts.
-

EFFECT ALTERATIONS (effects.ned)

-Modified ef_mesmerized, ef_afraid, ef_dazed, and ef_majesty to allow right-click icon cancelling.
-Modified ef_increasebloodot to no longer increase blood.
-Modified ef_decreasefrenzy to no longer decrease frenzy.
-Modified ef_disc_bloodstrength/dexterity/stamina to remove effect upon level transition.
-Modified ef_disc_bloodhealing to no longer show magical effects.
-Modified ef_disc_eyesofthebeast to add a glowing eyes effect.
-Modified ef_disc_earthmeld1 to bury players into the ground. Canceling causes burst from ground.
-Modified ef_disc_mistform1 to turn the player into a much larger mist that can pass through doors.
-Modified ef_frenzy to allow the player to attempt to end frenzy by right-clicking effect icon.
-Modified ef_disc_feralwhispers to be cancellable by player and allow pets to transition levels.
-Modified ef_item_healthpotion to heal at a 3 second tick rate rather than a half second

-Disabled ef_decreasefrenzyfast.
-Disabled ef_increasemanaot.
-Disabled all low health effects (ef_dmg_dexterity, ef_dmg_strength, ef_dmg_movespeed, and ef_dmg_attackspeed)
-Disabled ef_frz_dexterity and ef_frz_strength effects. (Frenzy stat adjusters).
-Disabled ef_increasefrenzy. (Engine based combat calculated effect. Wodal will use its own.)

-Added ef_possess and allowed right-click icon cancelling.
-Added ef_wear_thermal/swathelm/motorhelm/goggles/skullcap/fullhelm/lighthelm for the wearing effect.
-Added ef_wear_crow/bat for the pet avatar effect.
-Added ef_disc_feed1/2 and ef_disc_teamfeed1/2 as custom feed effects.
-Added ef_frenzycheck to check and see if the player canceled ef_frenzy.

WEAPON ALTERATIONS

-Fixed Flaming Broadsword so that its flameline particle effect will not save.
-Removed all stat requirements from weapons
-Modified chemGrenade, concGrenade, fragGrenade, molotovCocktail, napalmBomb, phosGrenade, and
satchelCharge quick use weapons to allow the player to move immediately after throwing.
-Modified the stake to be highly effective in wodal.

NEW TEMPLATES (_wodal.not)

-Actors
wodal_FeedRat - spawns wodal_VitaeRat item into inventory

-Weapons
wodal_SpiritsBaneLamp
wodal_HolyCross
wodal_CarryBody         - Not really a weapon, more of an animation template for the carry body command.

-Blood sources
wodal_bloodPearl        - 3 bp
wodal_bloodpouch        - 2 bp for 5 uses
wodal_bloodstone        - 4 bp
wodal_plasmabag         - 1 bp
wodal_Vitae             - 2 bp
wodal_VitaeRat          - 1/2 bp

-Potions
wodal_HealingPotion     - 1 hp per 3 seconds for up to 15 seconds.

-Particles
wodal_MistForm
wodal_BeastEyes

-Projectiles
wodal_proj_flight
wodal_proj_groundstones
wodal_proj_jump
wodal_proj_drop
wodal_proj_levitate


STORE ALTERATIONS (.nbs files)

-Removed discipline items and scrolls from magic shops
(unorna.nbs, curioshop.nbs, orvus.nbs, and newmoon.nbs)


Here's a look at the new commands so far:

CONVERSATION COMMAND
-----------------------------

{conversation: targeting-type, targeting-type, conversation name, conversation nco file}

There are a few steps needed to be done to get conversations working in Wodal. Be
sure to read the SDK Docs on NVO and NCO files. You'll need to create them, assign them
to a chronicle's NMF file, then run that chronicle. There are examples of NVO files in
the Local_eng.nob under Strings directory (.nob may be called something else depending on
your language). An nvo file is very important because it turns gibbering id numbers into
readable text. You can find examples of NCO files located in Resource.nob under the
Conversations directory. NCO files contain the gibbering id numbers corresponding to
speakers and event values.

This command will run the indicated conversation name within a conversation (NCO) file
used by the game. The conversation events can be tracked using the {event: convstart} and
{event: convend} in Wodal. It is HIGHLY recommended to use a {camera} command in conjuction
with the {event: convstart} then use the {freecamera} command at the {event: convend}.

For the conversation command to work properly, you must be using a {convotrace} command
on the subject who can be talked to. The convotrace command automatically tracks the
{event: clicked} so there is no need to use {clicktrace}. Actually, you must not use {convotrace}
in conjunction with {clicktrace} for there may be a conflict in doing so. Thus the best
event to place the {conversation} command is in the {event: clicked} from a {convotrace}.

SETSOAK COMMAND
-----------------------------

{setsoak: targeting-type, damage-type, value}

Sets the subject's in-game soak to the amount specified.
The (targeting-type) param is the target keyword who will have their stat set.
The (damage-type) param is looking for one of several damage keywords available in the game.
Damage keywords listed below:

        normal          lethal          aggravated
        electric        fire            sun
        faith           cold           
        poison          disease
   *all

*(sets all soaks simultaniously)

The (value#) param is the value to set the soak. Allows <concatenations>.

POSSESSION COMMAND
-----------------------------

{possession: owner-type, target-type, duration}

Possesses the target, but tracks the possession event statis. You can possess a target
using just the effectbylevel and effectbyvalue command through any possession effect,
but this command throws in two tracker events. {event: possess} and {event:endpossess}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the possession effect icon in the game.

FEAR COMMAND
-----------------------------

{fear: owner-type, target-type, duration}

Cower the target, but tracks the fear event statis. You can cower a target
using just the effectbylevel and effectbyvalue command through any fear effect,
but this command throws in two tracker events. {event: afraid} and {event:endafraid}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the afraid effect icon in the game.

DAZE COMMAND
-----------------------------

{daze: owner-type, target-type, duration}

Daze the target, but tracks the daze event statis. You can daze a target
using just the effectbylevel and effectbyvalue command through any daze effect,
but this command throws in two tracker events. {event: daze} and {event:enddaze}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the daze effect icon in the game.

AWE COMMAND
-----------------------------

{awe: owner-type, target-type, duration}

Mesmerize the target, but tracks the awe event statis. You can awe a target
using just the effectbylevel and effectbyvalue command through any awe effect,
but this command throws in two tracker events. {event: awe} and {event:endawe}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the mesmerized effect icon in the game.

MAJESTY COMMAND
-----------------------------

{majesty: owner-type, target-type, duration}

Majesties the target, but tracks the majesty event statis. You can majesty a target
using just the effectbylevel and effectbyvalue command through any majesty effect,
but this command throws in two tracker events. {event: majesty} and {event:endmajesty}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the majesty effect icon in the game.

CUSTOMFEED COMMAND
-----------------------------

{customfeed: feeder-type, victim-type, amount, tickrate, duration}

The original feed command used by the game engine comes with considerable limitations
like the inability to set your own tickrate or blood drain amount per tick. The original
feed setting is 3 blood points per second. If that is too fast for you then use this feed
command instead. Not only can you control the tickrate, amount, and even a feed duration,
but this version of feed doesn't come with hard coded effects like causing fear in
pedestrians or arousing guards. Nor does this version of feed kill non-humans upon
reaching a blood amount of zero. You'll need to code those additional effects yourself.

This feed command uses a cancelable effect. Just right-click the feed icon to stop feeding.

TEAMFEED COMMAND
-----------------------------

{teamfeed: feeder-type, victim-type, amount, tickrate, duration}

As above, but uses wrist feeding animations.

This feed command uses a cancelable effect. Just right-click the feed icon to stop feeding.
Both the feeder and the fed upon can stop the feeding by right-clicking the feed icon.



Oh and I also added a new stat tag fix for health. Now health only sets health rather than both health and maxhealth. You'll need to use {setstat: caster, maxhealth, #value} if you want to set max health.
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Javokis

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Re: New Plans for 0.4a
« Reply #1 on: 2009-02-20, 23:00:18 »

Not sure if I mentioned this before, but there is a new event automatically tracked within the AI files; {event: frenzy} and {event: resistfrenzy}. Whenever a vampire or ghoul enters frenzy, you may script an additional condition for being frenzied. Hence why a removed all of the system effects of frenzy with the exception of ef_frenzy, which was needed to track the event.

When frenzied, you can right-click cancel the ef_frenzy effect icon. This will trigger the {event: resistfrenzy}. Here's a sample script of my AI file showing how my character has to resist frenzy:

Code: [Select]
{event: revived}
{execute: caster, caster, Wodal\pnp_sp_playersetup, enable}
{setstat: caster, frenzy, 100}
{endevent}

{event: resistfrenzy}
{console: public, "<name.caster> is attempting to resist frenzy.", ffff00}
{rolldice: caster, resistbeast, <stat.caster.wits>, 11 - <stat.caster.humanity>}

{check: compare, value, <var.caster.resistbeast>, is:above:0}
{setstat: caster, frenzy, 0}
{else}
{console: public, "<name.caster> failed to resist frenzy.", ffff00}
{effectbylevel: caster, caster, refresh, ef_frenzy, 0, 0}
{endcheck}
{endevent}

I made it so I would frenzy upon entering a game. When I attempt to right-click to cancel the ef_frenzy (which does NOT end frenzy), I have a chance to resist the effect. Having high humanity and wits helps me resist frenzy. You can change the rules of resistance any way you like. I know self-control is also a factor in resisting frenzy, but I was being lazy and didn't want to type a charcheck command. :p

This is the only way to resist a frenzy now. There are no longer frenzy reducers over time. So that frenzy is going to remain until actively resisted by the player. Just be sure that if a player fails to resist frenzy, be sure to put the ef_frenzy effect back on them so they can try to resist again.
« Last Edit: 2009-02-20, 23:05:09 by Javokis »
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Javokis

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Re: New Plans for 0.4a
« Reply #2 on: 2009-02-21, 00:21:17 »

And here's the particle videos for the new flame effect intended for Lure of Flames.

[Videos removed. Pending update]

I did some minor color alterations so that the flame will have a tint of blue in it to give it that hot look.

« Last Edit: 2010-01-20, 18:47:59 by Javokis »
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Javokis

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Re: New Plans for 0.4a
« Reply #3 on: 2009-02-26, 00:25:20 »

Ok I'm doing the finishing touches on Lure of Flames and it's about done. Here's what I actually did with it:

Much like the book you spawn the flames, but when you cast on a target, you set that target on fire. The subject must right-click a flame icon to 'attempt' to snuff the flames. A failure causes the flames to continue burning. So far I just made it so a burning victim can make a stamina roll at difficulty 10. If they have a 'Holy Water' flask in their inventory, they can automatically douse the flame at the cost of at least one flask. The flasks are spent automatically if detected at the time the player right-clicks the flame icon.

Heavier flames require more than one flask to put out. I'll make a video to show case the Lure of Flames discipline soon (sometime within the next couple of days). For now here's a look at the candle flame script:

Code: [Select]
{event: cast}

{check: compare, value, <stat.caster.blood>, not:above:0}
{console: caster, "Not enough blood to invoke Thaumaturgy.", ff0000}
{stopwhen: true}

{setstat: caster, blood, <stat.caster.blood> - 1}

{causehostility: 800, innocence, human}
{sound: caster, fireball_02.wav, 200, 800, 100}
{attachtothing: caster, wodal_hellishpalmfire, rfingers, 0, 0, 0}
{attachtothing: caster, wodal_hellishpalmfire, lfingers, 0, 0, 0}

{effectbylevel: caster, caster, refresh, ef_restrain, 1, 3000}
{anime: caster, spellthrow, 30, 3000}
{delay: .7}
{animepause: caster, true, 2000}

{rolldice: caster, lureofflames1, <var.caster.maxwillpower>, 4}

{check: compare, value, <var.caster.lureofflames1>, is:equal:0}
{console: caster, "Failed to invoke the flame.", ffff00}
{detach: caster}
{stopwhen: true}

{check: compare, value, <var.caster.lureofflames1>, is:below:0}
{check: thing, caster, is:player}
{console: caster, "You botched the attempt and have lost 1 point of willpower permanently! Willpower has been written to character sheet.", ffff00}
{charwriter: caster, modify, value, willpower:<var.caster.maxwillpower> - 1}
{willpower: caster, <var.caster.willpower>, <var.caster.maxwillpower> - 1}
{detach: caster}
{stopwhen: true}

{detach: caster}
{check: compare, value, <var.caster.lureofflames1>, is:below:0}
{check: thing, caster, is:npc}
{stopwhen: true}

{check: inworld, not:target}
{spawn: target, exp_lure_candleflame, lure_candleflame, single}
{stopwhen: true}

{check: thing, target, is:player}
{ignite: target, caster, wodal_hellishpalmfire, 20, 0}
{else}
{ignite: target, caster, wodal_hellishpalmfire, 20, 6000}
{endcheck}

{endevent}

{event: combustion}

{check: compare, text, <var.target.douseflame>, is:equal:true}
{stopwhen: true}

{holt: target}
{sound: target, fire_medium_lp.wav, 200, 800, 100}
{effectbylevel: target, target, refresh, ef_restrain, 1, 3000}
{anime: target, frenzy, 30, 3000}
{console: public, "<name.target> is on fire.", ff00ff}

{endevent}

{event: endcombustion}

{check: compare, text, <var.target.douseflame>, is:equal:true}
{var: target, douseflame, text, false}
{stopwhen: true}

{check: actorflags, target, is:dead}
{stopwhen: true}

{holt: target}
{effectbylevel: target, target, refresh, ef_restrain, 1, 3000}
{anime: target, frenzy, 30, 3000}

{check: compare, value, <inventory.target.holyWater>, is:above:0}
{sound: target, glass_fluid_smash.wav, 200, 800, 100}
{sound: target, steam_blast_01.wav, 200, 800, 100}
{removeitems: target, holyWater, 1}
{var: target, douseflame, text, true}
{ignite: target, target, steam, 0, 2000}
{console: public, "<name.target> used a holy water to douse the fire.", 00ff00}
{stopwhen: true}

{rolldice: target, douseflame, <stat.target.stamina>, 10}

{check: compare, value, <var.target.douseflame>, is:above:0}
{console: public, "<name.target> has snuffed the flames.", ffff00}
{stopwhen: true}

{console: public, "<name.target> has failed to snuff the flames completely.", ff00ff}

{check: thing, target, is:player}
{ignite: target, caster, wodal_hellishpalmfire, 20, 0}
{else}
{ignite: target, caster, wodal_hellishpalmfire, 20, 6000}
{endcheck}

{endevent}

Take note of the new 'ignite' command. This command allows for tracking 2 events; {event: combustion} and {event: endcombustion}. This allows coders to change the rules (and rolls) for dousing fire. So if you don't like holy water being used then create something else.

Next on the list is Movement of the Mind.
« Last Edit: 2009-02-26, 00:26:54 by Javokis »
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Re: New Plans for 0.4a
« Reply #4 on: 2009-03-13, 13:48:12 »

So far I have finished what I'm going to do with Thaumaturgy. I have Lure of Flames, Movement of the Mind, and just finished Path of Blood. Here's the low down:

Lure of Flames

If cast on the ground,
it will create a permanent
flame. The flame will create
illumination as well as
damage those who step into it.
If cast on a person, it
will set them on fire.

This becomes progressively more impressive as you gain access to higher levels. The concept of spawning fire remains the same throughout the discipline. Now here's Movement of the Mind:

Float (lvl 1)

Target the floor at the base
of a small prop and it will
slowly float in the air then
drop to the ground.

Used mostly as a fun parlor trick to RP some reactions. You can even move particles with this discipline. I tested this on the shelves behind the bar of The Greenfrog in Vienna. Fun stuff.

Phantom (lvl 2)

Causes a target weapon to be
animated. The weapon will attack
enemies nearby as if it was
controlled by an unseen force.

There's some rules I stretched on this discipline. First off, I decided not to code in duration or willpower rolls "per turn" with this. Instead, you are limited to only ONE phantom at a time. Your phantom can also be destroyed by the enemy.

Repel (lvl 3)

Causes a target to be thrown
backwards, doing fall damage
on impact. The further the
subject falls, the more damage
they will sustain on impact.

In addition to fall damage, the target will take knock back damage. The target can also damage anyone nearby upon landing. Great for throwing your enemy into a bunch of enemies. NOTE: The target can resist with willpower.

Levitate (lvl 3)

Lifts the caster into the air.

A roll of willpower is needed
to invoke this power at
difficulty 6 plus 1 blood
point for the initial lift off.

Once you are in the air, no further rolls or blood points need to be spent. You can continue to use the ability to direct where you levitate to mid flight. Thus allowing for endless fun with levitation.

Levitate Other (lvl 4)

Select a target you want to
fly with you with the
levitate discipline. Use
the levitate discipline after
selected the desired target.

Pretty self explanatory here. After selecting your target, use the Levitate discipline normally and both you and your target will levitate towards the clicked location. I'd like to test this with clients. wink

Poltergeist (lvl 4)

Causes nearby objects to fly
at the target person, causing
damage to the target if hit by
the projected objects.

NOTE: The props are destroyed upon impact. The number of objects thrown is based on the number of successes.

Flight (lvl 5)

Fly into the air towards
target position.

A roll of willpower is needed
to invoke this power at
difficulty 8 plus 1 blood
point for the initial lift off.

Kind of like super man flight. Wheee! As per levitate, no further blood costs or willpower rolls are needed once you're in the air. So fly free, little bird.

Pulse Repel (lvl 5)

Causes enemy targets in the area
to be thrown back. They will
sustain fall damage depending
on distance fell.

Much like repel, but affects nearby enemies around you.

And finally Path of Blood:

Taste of Blood (level 1)

Tasting a vampire's blood
will provide information like
when the vampire last fed, how
much blood they have, and if
they have committed diablerie.

To make the 'last fed' bit work, every time you feed, the time is stored in a wodal variable. That variable is called up in Taste of Blood. NOTE: It gives the actual time setup on your computer. I'm unsure how the clock will work for clients on different time zones. It might give the server time.

Blood Rage (level 2) Comes in 4 options (Frenzy, Strength, Dexterity, and Stamina)

Frenzy

Reduce the subject vampire's
blood per success of willpower,
resulting in the vampire's
frenzy slightly increasing.

Physical Buff (Strength, Dexterity, or Stamina)

Increase the subject vampire's
physical stat per success of willpower
at the cost of their own blood.

I broke another rule on this one in that using Blood Rage on a subject to increase their physical stats allows you to bypass their generation max trait limitation. NOTE: The physical buff is non-accumulative so you wont be able to give anymore than a +10 bonus assuming your willpower is 10 and you scored on all 10 dice and the subject has at least 10 blood points. The buff will never give more than the subject has blood. So if they only have 2 blood points left and you scored 10 successes on your rolls then only 2 blood points will be spent to increase a physical stat by 2. I do have some standards. tongue

Blood of Potency (Level 3)

Decreases generation, giving
bloodpool benefits for one
game hour. Each success lowers
generation by 1.

Theft of Vitae (Level 4)

Drains the subject's blood
from a distance. Each success
drains 1 blood point.

I did add a slightly different look to the blood stream, but this is pretty much similar to how the original game's Theft of Vitae works. Granted, the amount of blood drained is much more accurate to the pnp rules.

Chauldron of Blood (Level 5)

Boils the target's blood away
per success. This will kill
humans instantly and require
ghouls to make a stamina roll
to survive. Vampires take dmg.

I added a bit of a steam effect on the subject. Kind of cool, but wish I could do more with it. Maybe later.

I expanded my list of things to do because I want this version to be fairly fulfilling. So I now have the following disciplines I want to develop:

Dementation - I even want to allow for custom created derangement's.
This is mostly because in Leaves of Three, you end up having to fight Malkavians.
Dominate - Because well you eventually have to take on Ventrue - including Orsi in modern days.
Necromancy - You have to take on Giovanni. I'm only going to make the Selpulchre Path and the Bone Path then stop there.
Serpentis - You have to fight Setites, but you also get an option to diablerize the queen thus giving you Serpentis.

Chimerstry - Because I can and it might be fun just to throw it in there.




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Re: New Plans for 0.4a
« Reply #5 on: 2009-03-18, 23:57:20 »

I just finished up Serpentis. Here's what I got on it:

Eyes of the Serpent:

Mesmerize a single subject
that can make eye contact
with you. Only one subject
can be mesmerized at a time.

Subject cannot resist nor
attempt resistance as long
as they are in line of sight.

Tongue of the Asp

Extends a tongue that
lashes at the target,
doing aggravated damage
as well as feeding off
of the target.

-This discipline uses thus another form of feed command. So this will work similar to how the customfeed command works, but with an added tongue effect and animation.

Skin of the Adder

Your skin becomes scaly.
All soak rolls are reduced
to 5 and you can soak
aggravated damage with
your stamina as well as
fortitude if you have it.

This will drop appearance
to 1. Beware the masquerade.

Cost 1 blood point and
1 willpower to use.

-Skin of the Adder makes use of the ease of changing combat rules in Wodal. Thus changing difficulty of soaking combat damage is possible in Wodal through dynamically changing the combat override scripts.

Form of the Cobra

Transform into a giant
cobra. Costs 1 blood point
and takes 9 seconds to
transform into the cobra.

Can be interrupted so
cast before fighting.

Heart of Darkness

Pulls the heart from your
chest and places it
into a box.

You will be invulnerable
to all forms of damage
unless someone attacks
the heart. So use this
power to spawn the heart
at a safe location.

-I know the book adds other benefits like increased control over the beast and cannot be staked, but some Setite players mentioned that the heart of darkness prevents the vampire from even being harmed.  Lucretia seems to be a good example of this power in use. This power also makes use of changing combat rules. The player will literally be invulnerable unless someone finds and attacks the heart. I didn't include any rituals for this because I assumed that the players can RP that part then just use this power to spawn the heart in a container at a location well protected or at least hidden.

All I have left of this is to polish up the Form of the Cobra power and be done with it.
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wesclash

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Re: New Plans for 0.4a
« Reply #6 on: 2009-03-19, 07:22:50 »

Aren't there two forms of the Heart of Darkness power -- the one that mummifies the character and removes all of his organs and makes them invulnerable (but also immobile), and the lesser version that only removes the heart and makes them stake proof?  It seems that if a vampire's heart was removed with this power you might not be able to kill them but they wouldn't necessarily be indestructable (perhaps they would reform from the heart if the body was destroyed). 
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Javokis

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Re: New Plans for 0.4a
« Reply #7 on: 2009-03-19, 08:23:36 »

I didn't read anything about a mummified version of the power in the core book. Might be in the clan book.
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wesclash

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Re: New Plans for 0.4a
« Reply #8 on: 2009-03-19, 14:14:19 »

It's in the third edition of Vampire.  I don't have it in front of me but I remember it being different from the original description in the first edition players guide.  I'll verify that tonight.
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Javokis

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Re: New Plans for 0.4a
« Reply #9 on: 2009-03-19, 18:55:56 »

I have the third edition core book. There is no mummify version of the power in the core book. I did hear that there is more information about Heart of Darkness having additional perks described in the clan book. May have to double check. I heard about this uberly powerful trait from a pnp player a long while back ago.

I could change it to the specific description from the book without the additional perk I heard about, but I thought the perk was too awesome to refuse a chance to make a script for. I also got to test Wodal's very flexible combat system.
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wesclash

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Re: New Plans for 0.4a
« Reply #10 on: 2009-03-20, 06:00:03 »

Absolutely, invulnerability is an awesome power for someone to work for, or for players to have to deal with (which is why they used it in the SP game, I suppose).  It's pretty unbalancing though, if it's true invulnerability (maybe enemies could summon up Heart of Darkness-tracking hounds or something  ;D).  The description I was thinking of is actually in the Dark Ages book.  All the organs would be removed and then incinerated, killing the vampire.  Setites would use it in a ritual that allowed the vampire to cheat the scales of Anubis and pass into the realms of the dead as a spy for Set.  Or, while in that mummyfied state the vampire could be transported in the day and not burn, he'd just have to be fed his organs upon reaching his destination (which seems to makes little sense in terms of protection, as you would have to transport the organs, too).  In any case, you could remove just the heart with the ritual and the vamp could still function, but with reduced frenzy checks and being stake proof.  The heart could then only be destroyed by fire or sunlight, though it could be staked, sending the Setite into instant torpor. 
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