Empiricist, can you give me the closure on my new passive that i desperately need? I need one for Donchaka and D&G, and i have a few that i am thinking of for D&G.
Huh, apparently I've gone from answering requests for ideas to being actively asked for them. At this rate I'll be eligible to apply for a Co-GM position
It seems that you like having characters with unusual mechanics and unique resources. I suppose it is fair warning then, to say that in doing so, you must be willing to accept the fact that they will either be completely and utterly useless, or break the game completely and kill every Trespasser ever. Because unique mechanics are harder to balance, more interesting certainly, but also less likely be balanced, question is just whether they are underpowered or overpowered.
Firstly, fix their stats. They should both have a stat total of 38, before any bonus points from perks, passives and equipment.
DacklyOkay, my recommendation? Change
Petrify's effect into something that most enemies in this parade of bosses and minibosses won't be immune or resistant to. As for the Perk, make enemies drop statue points upon death, sort of like
A Remarkable Soul, but more powerful being a Perk. If you don't really have much to pump Ability Points into, make the Perk grant it as an abnormally powerful Passive Action so you can upgrade it with each level. If you do need the Ability Points for something else, then keep it as a Perk. As far as I can tell, these statues are the lifeblood of her build, so having guaranteed availability trumps basically everything else really (including all the neat stuff). Makes IC sense anyway, seeing as there's nothing stopping her from just petrifying a dying foe's soul even if she isn't the one to kill them. Hell, the fact that they're breathing their last probably makes it quite trivial I would think.
DonchakaGood lord, what am I even looking at? I suppose I can't really complain since it's at least not animu-esque stuff, but still, sort of hard to wrap my head around it. Okay, I would've just suggested something to boost DEX, seeing as that's their main stat, but, for some reason their DEX is pretty poor. Ask the GMs if they'll let you remove the fever loss upon critical failure clause, I'm not even sure if this game even has critical failure to begin with. I'd recommend you just dump your currently unspent points into DEX. Then maybe have a Perk that gives a bonus point on Level-Up to DEX and FEV. Or an
Untapped Potential style Perk that just raises FEV each turn to help spam their actions. Or something like a chance to self-buff or boost with each dice roll, because their build seems to focus on using as many as possible via Fever-based abilities.
Come to think of it, wouldn't it make more sense to, rather than having PCs sacrifice some Action Points or Perk Slots to be better at crafting, just have some PCs focused entirely on crafting with no combat use whatsoever? I mean, no one's going to force them to fight the Trespassers if they're far better at making gear, and even in combat they could just take a hit, go down and get stabilized