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New Chaplain abilities: Sigils and Incantations
#14
(04-16-2018, 11:38 AM)everybody Wrote: stuff about incantations

Getting an accent would make this instantaneously horrible to use, wowee!!
Nevertheless, I love the idea of the Chaplain having to abstain from the alky to cast magic properly, that's funny. And there are a few ways to keep people from talking. . .

EDIT: Here, have 5 more sprites. You can probably guess which ones are which this time!!
[Image: Ftkxffd.png] [Image: wR7MZTH.png] [Image: 7AGZ70Z.png] [Image: BYmhFgz.png] [Image: zbRuhb5.png]

EDIT2:
So, ideas for limiting factors:
- Incantations. Might be long, might be hard to memorize. Would need book (or ctrl-c, ctrl-v in a notepad). Interfered with by DRUGS/muteness.
- Special multicolored magical chalk required?
- Only selecting certain sigils per round? I don't want anyone to get saddled with a bunch that are useless though.

I can't stress enough how happy I am that this system basically necessitates Chaplains to speak, so if you do have a tater Chap, they CANNOT be silent shitheels.
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RE: New Chaplain abilities: Sigils and Incantations - by Nnystyxx - 04-20-2018, 07:36 AM

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